WebGLRenderer.js 59.7 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
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		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

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

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	// Debug configuration container
	this.debug = {

		/**
		 * Enables error checking and reporting when shader programs are being compiled
		 * @type {boolean}
		 */
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		checkShaderErrors: true
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	};
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	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
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		// geometry and program caching

		_currentGeometryProgram = {
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			geometry: null,
			program: null,
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			wireframe: false
		},
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3();
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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		// event listeners must be registered before WebGL context is created, see #12753

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
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		_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
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		if ( _gl === null ) {

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

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				throw new Error( 'Error creating WebGL context.' );
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			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state, info;
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	var properties, textures, attributes, geometries, objects;
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	var programCache, renderLists, renderStates;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );

		if ( ! capabilities.isWebGL2 ) {
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			extensions.get( 'WEBGL_depth_texture' );
			extensions.get( 'OES_texture_float' );
			extensions.get( 'OES_texture_half_float' );
			extensions.get( 'OES_texture_half_float_linear' );
			extensions.get( 'OES_standard_derivatives' );
			extensions.get( 'OES_element_index_uint' );
			extensions.get( 'ANGLE_instanced_arrays' );

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities, textures );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'requestDevice' in navigator.xr ) ? new WebXRManager( _this ) : new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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	this.forceContextRestore = function () {
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		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.restoreContext();
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function ( target ) {
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		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );

			target = new Vector2();

		}

		return target.set( _width, _height );
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	};

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	this.setSize = function ( width, height, updateStyle ) {
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		if ( vr.isPresenting() ) {
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			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function ( target ) {
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		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );

			target = new Vector2();

		}

		return target.set( _width * _pixelRatio, _height * _pixelRatio );
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	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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	this.getCurrentViewport = function ( target ) {
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		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

			_viewport.set( x.x, x.y, x.z, x.w );

		} else {

			_viewport.set( x, y, width, height );

		}

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		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	};

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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	this.setScissor = function ( x, y, width, height ) {
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		if ( x.isVector4 ) {

			_scissor.set( x.x, x.y, x.z, x.w );

		} else {

			_scissor.set( x, y, width, height );

		}

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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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	};

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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	this.setClearColor = function () {
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		background.setClearColor.apply( background, arguments );
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	};

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

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	this.setClearAlpha = function () {
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		background.setClearAlpha.apply( background, arguments );
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	};

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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	//
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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		renderLists.dispose();
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		renderStates.dispose();
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		properties.dispose();
		objects.dispose();
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		vr.dispose();
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		animation.stop();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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	function onContextRestore( /* event */ ) {
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		console.log( 'THREE.WebGLRenderer: Context Restored.' );
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		_isContextLost = false;
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		initGLContext();
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	}
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	function onMaterialDispose( event ) {
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		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

628
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
629

630
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
631

M
Mr.doob 已提交
632 633
		}

634
	}
M
Mr.doob 已提交
635 636 637

	// Buffer rendering

M
Mr.doob 已提交
638
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
639 640 641

		object.render( function ( object ) {

M
Mr.doob 已提交
642
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
643 644 645 646 647

		} );

	}

M
Mugen87 已提交
648
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
649

650
		state.initAttributes();
651

652
		var buffers = properties.get( object );
653

654 655 656 657
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
658

659
		var programAttributes = program.getAttributes();
660

M
Mr.doob 已提交
661 662
		if ( object.hasPositions ) {

663
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
664
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
665

666 667
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670 671 672

		}

		if ( object.hasNormals ) {

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

676 677
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
678 679 680

		}

681
		if ( object.hasUvs ) {
M
Mr.doob 已提交
682

683
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
684
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
685

686
			state.enableAttribute( programAttributes.uv );
687
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
688 689 690

		}

691
		if ( object.hasColors ) {
M
Mr.doob 已提交
692

693
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
694
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
695

696 697
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
698 699 700

		}

701
		state.disableUnusedAttributes();
702

M
Mr.doob 已提交
703 704 705 706 707 708
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

709
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
710

711
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
712 713

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
714

M
Mr.doob 已提交
715
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
716

M
Mr.doob 已提交
717
		var updateBuffers = false;
M
Mr.doob 已提交
718

719 720 721
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
722

M
Mr.doob 已提交
723 724
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
725
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
726 727 728 729
			updateBuffers = true;

		}

730
		if ( object.morphTargetInfluences ) {
731

732
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
733 734 735 736 737

			updateBuffers = true;

		}

738 739
		//

740
		var index = geometry.index;
741
		var position = geometry.attributes.position;
742
		var rangeFactor = 1;
743

744 745
		if ( material.wireframe === true ) {

746
			index = geometries.getWireframeAttribute( geometry );
747
			rangeFactor = 2;
748 749 750

		}

M
Mr.doob 已提交
751
		var attribute;
M
Mr.doob 已提交
752
		var renderer = bufferRenderer;
753

754
		if ( index !== null ) {
755

M
Mr.doob 已提交
756
			attribute = attributes.get( index );
757

758
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
759
			renderer.setIndex( attribute );
760

761
		}
M
Mr.doob 已提交
762

763
		if ( updateBuffers ) {
M
Mr.doob 已提交
764

765
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
766

767
			if ( index !== null ) {
768

M
Mr.doob 已提交
769
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
770 771 772

			}

773
		}
774

775 776
		//

777
		var dataCount = Infinity;
778

M
Mr.doob 已提交
779
		if ( index !== null ) {
780

M
Mr.doob 已提交
781
			dataCount = index.count;
782

M
Mr.doob 已提交
783
		} else if ( position !== undefined ) {
784

M
Mr.doob 已提交
785
			dataCount = position.count;
786

M
Mr.doob 已提交
787
		}
788

M
Mr.doob 已提交
789 790
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
791

M
Mr.doob 已提交
792 793
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
794

M
Mr.doob 已提交
795
		var drawStart = Math.max( rangeStart, groupStart );
796
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
797 798 799

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

800 801
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
802
		//
803

804
		if ( object.isMesh ) {
805

806
			if ( material.wireframe === true ) {
807

808
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
809
				renderer.setMode( _gl.LINES );
810

811
			} else {
M
Mr.doob 已提交
812 813

				switch ( object.drawMode ) {
814

R
Rich Harris 已提交
815
					case TrianglesDrawMode:
B
Ben Adams 已提交
816 817 818
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
819
					case TriangleStripDrawMode:
B
Ben Adams 已提交
820 821 822
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
823
					case TriangleFanDrawMode:
B
Ben Adams 已提交
824 825 826 827
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
828

829
			}
830

831

832
		} else if ( object.isLine ) {
833

834
			var lineWidth = material.linewidth;
835

836
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
837

838
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
839

840
			if ( object.isLineSegments ) {
841

842
				renderer.setMode( _gl.LINES );
843

844 845 846 847
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

848
			} else {
849

850
				renderer.setMode( _gl.LINE_STRIP );
851 852

			}
M
Mr.doob 已提交
853

854
		} else if ( object.isPoints ) {
855 856

			renderer.setMode( _gl.POINTS );
857

858 859 860 861
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

862
		}
863

T
Takahiro 已提交
864
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
865 866 867

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
868
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
869

J
jfranc 已提交
870
			}
871 872 873

		} else {

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

M
Mr.doob 已提交
876 877 878 879
		}

	};

880
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
881

A
Alex Goldring 已提交
882
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
883

884
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
885

886
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
887
				return;
B
Ben Adams 已提交
888

M
Mr.doob 已提交
889 890 891
			}

		}
B
Ben Adams 已提交
892

893 894
		state.initAttributes();

895
		var geometryAttributes = geometry.attributes;
896

897
		var programAttributes = program.getAttributes();
898

899
		var materialDefaultAttributeValues = material.defaultAttributeValues;
900

901
		for ( var name in programAttributes ) {
902

903
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
904

M
Mr.doob 已提交
905
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
906

907
				var geometryAttribute = geometryAttributes[ name ];
908

M
Mr.doob 已提交
909
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
910

911
					var normalized = geometryAttribute.normalized;
912
					var size = geometryAttribute.itemSize;
913

M
Mr.doob 已提交
914
					var attribute = attributes.get( geometryAttribute );
915

916 917 918 919
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
920 921 922
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
923

A
aardgoose 已提交
924
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
925

M
Mr.doob 已提交
926 927 928 929
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
930
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
931

932
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
933

M
Mr.doob 已提交
934
							if ( geometry.maxInstancedCount === undefined ) {
935

D
dubejf 已提交
936
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
937

M
Mr.doob 已提交
938
							}
B
Ben Adams 已提交
939

M
Mr.doob 已提交
940
						} else {
B
Ben Adams 已提交
941

M
Mr.doob 已提交
942
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
						}
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
947
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
948

M
Mr.doob 已提交
949
					} else {
B
Ben Adams 已提交
950

A
aardgoose 已提交
951
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
952

953
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
954

M
Mr.doob 已提交
955
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
956

D
dubejf 已提交
957
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959
							}
B
Ben Adams 已提交
960

M
Mr.doob 已提交
961 962 963 964
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
965
						}
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
968
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
969

B
Ben Adams 已提交
970
					}
M
Mr.doob 已提交
971

972 973
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
974
					var value = materialDefaultAttributeValues[ name ];
975

976
					if ( value !== undefined ) {
M
Mr.doob 已提交
977

978
						switch ( value.length ) {
M
Mr.doob 已提交
979

980 981 982
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
983

984 985 986
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
987

988 989 990
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
991

992 993
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
994 995

						}
M
Mr.doob 已提交
996 997 998 999 1000 1001 1002 1003

					}

				}

			}

		}
1004

1005
		state.disableUnusedAttributes();
1006

M
Mr.doob 已提交
1007 1008
	}

M
Mr.doob 已提交
1009
	// Compile
M
Mr.doob 已提交
1010

M
Mr.doob 已提交
1011
	this.compile = function ( scene, camera ) {
1012

M
Mr.doob 已提交
1013
		currentRenderState = renderStates.get( scene, camera );
1014
		currentRenderState.init();
1015

M
Mr.doob 已提交
1016
		scene.traverse( function ( object ) {
G
gero3 已提交
1017 1018

			if ( object.isLight ) {
M
Mr.doob 已提交
1019

1020
				currentRenderState.pushLight( object );
1021 1022 1023

				if ( object.castShadow ) {

1024
					currentRenderState.pushShadow( object );
1025 1026

				}
M
Mr.doob 已提交
1027

G
gero3 已提交
1028
			}
M
Mr.doob 已提交
1029 1030 1031

		} );

1032
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1033 1034 1035 1036 1037

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1038
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1039

G
gero3 已提交
1040
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1041 1042 1043

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

G
gero3 已提交
1044
					}
M
Mr.doob 已提交
1045

G
gero3 已提交
1046
				} else {
M
Mr.doob 已提交
1047 1048 1049

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

G
gero3 已提交
1050
				}
M
Mr.doob 已提交
1051

G
gero3 已提交
1052
			}
M
Mr.doob 已提交
1053 1054

		} );
G
gero3 已提交
1055 1056

	};
1057

1058
	// Animation Loop
M
Mr.doob 已提交
1059

M
Mr.doob 已提交
1060
	var onAnimationFrameCallback = null;
1061

1062
	function onAnimationFrame( time ) {
1063

M
Mr.doob 已提交
1064
		if ( vr.isPresenting() ) return;
1065
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1066

1067
	}
1068

M
Mr.doob 已提交
1069 1070
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1071 1072

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1073

1074
	this.setAnimationLoop = function ( callback ) {
1075

M
Mr.doob 已提交
1076 1077
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1078

1079 1080
		animation.start();

1081 1082
	};

M
Mr.doob 已提交
1083 1084
	// Rendering

1085 1086
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1087
		var renderTarget, forceClear;
1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101

		if ( arguments[ 2 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
			renderTarget = arguments[ 2 ];

		}

		if ( arguments[ 3 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
			forceClear = arguments[ 3 ];

		}
1102

0
06wj 已提交
1103
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1104

1105
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1106 1107 1108 1109
			return;

		}

1110 1111
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1112 1113
		// reset caching for this frame

M
Mr.doob 已提交
1114 1115
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1116
		_currentGeometryProgram.wireframe = false;
1117
		_currentMaterialId = - 1;
1118
		_currentCamera = null;
M
Mr.doob 已提交
1119 1120 1121

		// update scene graph

1122
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1123 1124 1125

		// update camera matrices and frustum

1126
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1127

1128 1129 1130 1131 1132 1133
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1134 1135
		//

1136 1137
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1138

M
Marc-Sefan Cassola 已提交
1139
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1140

M
Mr.doob 已提交
1141 1142 1143
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1144
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1145
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1146

1147 1148 1149
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1150
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1151

M
Mr.doob 已提交
1152
		if ( _this.sortObjects === true ) {
1153

1154
			currentRenderList.sort();
M
Mr.doob 已提交
1155

1156 1157
		}

M
Mr.doob 已提交
1158
		//
M
Mr.doob 已提交
1159

T
tschw 已提交
1160
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1161

1162
		var shadowsArray = currentRenderState.state.shadowsArray;
1163

1164
		shadowMap.render( shadowsArray, scene, camera );
1165

1166
		currentRenderState.setupLights( camera );
1167

T
tschw 已提交
1168
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1169

M
Mr.doob 已提交
1170 1171
		//

A
Atrahasis 已提交
1172
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1173

1174
		if ( renderTarget !== undefined ) {
1175

1176
			this.setRenderTarget( renderTarget );
1177 1178 1179

		}

M
Mr.doob 已提交
1180 1181
		//

1182
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1183

1184
		// render scene
M
Mr.doob 已提交
1185

1186 1187 1188
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1189 1190
		if ( scene.overrideMaterial ) {

1191
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1192

M
Mr.doob 已提交
1193 1194
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1195

M
Mr.doob 已提交
1196 1197
		} else {

1198 1199
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1200
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1201 1202 1203

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

M
Mr.doob 已提交
1204
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1205

1206
		}
M
Mr.doob 已提交
1207

1208
		//
M
Mr.doob 已提交
1209

1210 1211 1212 1213
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1214
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1215

1216 1217
			// Generate mipmap if we're using any kind of mipmap filtering

1218
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1219

M
Mugen87 已提交
1220
			// resolve multisample renderbuffers to a single-sample texture if necessary
1221

1222
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1223

M
Mr.doob 已提交
1224 1225
		}

1226
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1227

1228 1229 1230
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1231

1232
		state.setPolygonOffset( false );
1233

M
Mr.doob 已提交
1234
		if ( vr.enabled ) {
1235

1236
			vr.submitFrame();
1237

M
Mr.doob 已提交
1238
		}
M
Mr.doob 已提交
1239

M
Mr.doob 已提交
1240 1241
		// _gl.finish();

1242
		currentRenderList = null;
1243
		currentRenderState = null;
1244

M
Mr.doob 已提交
1245
	};
M
Mr.doob 已提交
1246

1247
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1248

1249
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1250

1251
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1252

1253
		if ( visible ) {
1254

1255 1256 1257 1258 1259
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1260

1261
				currentRenderState.pushLight( object );
1262 1263 1264

				if ( object.castShadow ) {

1265
					currentRenderState.pushShadow( object );
1266 1267

				}
M
Mr.doob 已提交
1268

1269
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1270

1271
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1272

1273 1274 1275 1276 1277 1278 1279 1280 1281 1282
					if ( sortObjects ) {

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

					}

					var geometry = objects.update( object );
					var material = object.material;

1283 1284 1285 1286 1287
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1288

1289
				}
M
Mr.doob 已提交
1290

1291
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1292

1293
				if ( sortObjects ) {
M
Mr.doob 已提交
1294

1295 1296
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1297

1298
				}
M
Mr.doob 已提交
1299

1300
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1301

1302
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1303

1304
				if ( object.isSkinnedMesh ) {
1305

1306
					object.skeleton.update();
1307

1308
				}
1309

1310
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1311

1312 1313 1314 1315 1316 1317
					if ( sortObjects ) {

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

					}
1318

1319 1320
					var geometry = objects.update( object );
					var material = object.material;
1321

1322
					if ( Array.isArray( material ) ) {
1323

1324
						var groups = geometry.groups;
1325

1326
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1327

1328 1329
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1330

1331
							if ( groupMaterial && groupMaterial.visible ) {
1332

1333
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1334 1335

							}
M
Mr.doob 已提交
1336

M
Mr.doob 已提交
1337
						}
M
Mr.doob 已提交
1338

1339
					} else if ( material.visible ) {
1340

1341
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1342

1343
					}
M
Mr.doob 已提交
1344

1345
				}
M
Mr.doob 已提交
1346

1347
			}
M
Mr.doob 已提交
1348

M
Mr.doob 已提交
1349
		}
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351
		var children = object.children;
M
Mr.doob 已提交
1352

M
Mr.doob 已提交
1353 1354
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1355
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1356

1357
		}
1358

1359
	}
M
Mr.doob 已提交
1360

1361
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1362

M
Mr.doob 已提交
1363
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1364

1365
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1366

1367
			var object = renderItem.object;
M
Mr.doob 已提交
1368 1369 1370
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1371

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

1374 1375
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1376
				var cameras = camera.cameras;
M
Mr.doob 已提交
1377

M
Mr.doob 已提交
1378
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1381

1382
					if ( object.layers.test( camera2.layers ) ) {
1383

1384
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1385

1386 1387
						currentRenderState.setupLights( camera2 );

1388 1389 1390
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1391

M
Mr.doob 已提交
1392
				}
1393

M
Mr.doob 已提交
1394
			} else {
M
Mr.doob 已提交
1395

1396 1397
				_currentArrayCamera = null;

M
Mr.doob 已提交
1398
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1399

M
Mr.doob 已提交
1400
			}
M
Mr.doob 已提交
1401

1402
		}
M
Mr.doob 已提交
1403

1404
	}
G
gero3 已提交
1405

M
Mr.doob 已提交
1406 1407
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1408
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1409
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1410

M
Mr.doob 已提交
1411 1412 1413 1414 1415
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1416
			state.setMaterial( material );
M
Mr.doob 已提交
1417 1418 1419

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

M
Mr.doob 已提交
1420 1421
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1422
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1423

M
Mr.doob 已提交
1424
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1425 1426 1427

		} else {

M
Mugen87 已提交
1428
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1429 1430 1431

		}

M
Mr.doob 已提交
1432
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1433
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1434

M
Mr.doob 已提交
1435 1436
	}

1437
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1438

1439
		var materialProperties = properties.get( material );
G
gero3 已提交
1440

1441 1442
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1443

M
Mr.doob 已提交
1444 1445 1446
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1447
		var parameters = programCache.getParameters(
1448
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1449

G
gero3 已提交
1450
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1451

1452
		var program = materialProperties.program;
T
tschw 已提交
1453
		var programChange = true;
1454

1455
		if ( program === undefined ) {
B
Ben Adams 已提交
1456

M
Mr.doob 已提交
1457 1458
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1459

1460
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1461

M
Mr.doob 已提交
1462
			// changed glsl or parameters
1463
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1464

M
Mr.doob 已提交
1465
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
A
aardgoose 已提交
1466
			lightsHash.version !== lightsStateHash.version ) {
M
Mr.doob 已提交
1467 1468

			lightsHash.stateID = lightsStateHash.stateID;
A
aardgoose 已提交
1469
			lightsHash.version = lightsStateHash.version;
1470 1471 1472

			programChange = false;

G
gero3 已提交
1473
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1474

T
tschw 已提交
1475
			// same glsl and uniform list
T
tschw 已提交
1476 1477
			return;

T
tschw 已提交
1478
		} else {
B
Ben Adams 已提交
1479

T
tschw 已提交
1480 1481
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1482 1483 1484

		}

1485
		if ( programChange ) {
B
Ben Adams 已提交
1486

1487
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1488

R
Rich Harris 已提交
1489
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1490

1491
				materialProperties.shader = {
1492
					name: material.type,
M
Mr.doob 已提交
1493
					uniforms: cloneUniforms( shader.uniforms ),
1494
					vertexShader: shader.vertexShader,
1495
					fragmentShader: shader.fragmentShader
1496
				};
B
Ben Adams 已提交
1497

1498
			} else {
B
Ben Adams 已提交
1499

1500
				materialProperties.shader = {
1501 1502 1503
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1504
					fragmentShader: material.fragmentShader
1505
				};
G
gero3 已提交
1506

1507
			}
G
gero3 已提交
1508

1509
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1510

1511
			// Computing code again as onBeforeCompile may have changed the shaders
1512 1513
			code = programCache.getProgramCode( material, parameters );

1514
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1515

1516 1517
			materialProperties.program = program;
			material.program = program;
1518 1519 1520

		}

1521
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1522 1523 1524 1525 1526

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1527
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1528

1529
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1543
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1544

1545
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1546 1547 1548 1549 1550 1551 1552 1553 1554

					material.numSupportedMorphNormals ++;

				}

			}

		}

1555
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1556

1557
		if ( ! material.isShaderMaterial &&
1558 1559
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1560

T
tschw 已提交
1561
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1562
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1563
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1564 1565 1566

		}

1567
		materialProperties.fog = fog;
1568

1569
		// store the light setup it was created for
M
Mr.doob 已提交
1570
		if ( lightsHash === undefined ) {
1571

M
Mr.doob 已提交
1572
			materialProperties.lightsHash = lightsHash = {};
1573 1574 1575

		}

M
Mr.doob 已提交
1576
		lightsHash.stateID = lightsStateHash.stateID;
A
aardgoose 已提交
1577
		lightsHash.version = lightsStateHash.version;
1578

M
Mr.doob 已提交
1579
		if ( material.lights ) {
1580 1581 1582

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

1583
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1584
			uniforms.lightProbe.value = lights.state.probe;
1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1597
			// TODO (abelnation): add area lights shadow info to uniforms
1598

1599 1600
		}

T
tschw 已提交
1601 1602
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1603
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1604

T
tschw 已提交
1605
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1606

M
Mr.doob 已提交
1607
	}
M
Mr.doob 已提交
1608

1609
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1610

1611
		textures.resetTextureUnits();
M
Mr.doob 已提交
1612

1613
		var materialProperties = properties.get( material );
1614
		var lights = currentRenderState.state.lights;
1615

M
Mr.doob 已提交
1616 1617 1618
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1619 1620 1621 1622 1623
		if ( _clippingEnabled ) {

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

				var useCache =
1624 1625
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1626 1627 1628 1629

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1630
				_clipping.setState(
1631 1632
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1633 1634 1635 1636 1637

			}

		}

1638
		if ( material.needsUpdate === false ) {
1639

1640
			if ( materialProperties.program === undefined ) {
1641

1642
				material.needsUpdate = true;
1643

1644
			} else if ( material.fog && materialProperties.fog !== fog ) {
1645

M
Mr.doob 已提交
1646
				material.needsUpdate = true;
1647

M
Mr.doob 已提交
1648
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
A
aardgoose 已提交
1649
				lightsHash.version !== lightsStateHash.version ) ) {
1650

1651
				material.needsUpdate = true;
1652

1653
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1654
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1655
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1656 1657 1658

				material.needsUpdate = true;

1659
			}
1660 1661 1662 1663

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1664

1665
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1666 1667 1668 1669
			material.needsUpdate = false;

		}

1670
		var refreshProgram = false;
M
Mr.doob 已提交
1671
		var refreshMaterial = false;
1672
		var refreshLights = false;
M
Mr.doob 已提交
1673

1674
		var program = materialProperties.program,
1675
			p_uniforms = program.getUniforms(),
1676
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1677

1678
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1679

1680
			refreshProgram = true;
M
Mr.doob 已提交
1681
			refreshMaterial = true;
1682
			refreshLights = true;
M
Mr.doob 已提交
1683 1684 1685 1686 1687 1688

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1689

M
Mr.doob 已提交
1690 1691 1692 1693
			refreshMaterial = true;

		}

1694
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1695

M
Mr.doob 已提交
1696
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1697

G
gero3 已提交
1698
			if ( capabilities.logarithmicDepthBuffer ) {
1699

T
tschw 已提交
1700
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1701
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1702 1703 1704

			}

1705
			if ( _currentCamera !== camera ) {
1706

1707
				_currentCamera = camera;
1708 1709 1710 1711 1712 1713

				// 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
1714
				refreshLights = true;		// remains set until update done
1715 1716

			}
M
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1717

1718 1719 1720
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1721
			if ( material.isShaderMaterial ||
1722 1723 1724
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1725

T
tschw 已提交
1726 1727 1728
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1729

T
tschw 已提交
1730
					uCamPos.setValue( _gl,
1731
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1732 1733 1734 1735 1736

				}

			}

1737
			if ( material.isMeshPhongMaterial ||
1738 1739 1740 1741
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1742
				material.skinning ) {
1743

T
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1744
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1745 1746 1747

			}

M
Mr.doob 已提交
1748 1749 1750 1751 1752 1753
		}

		// 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

1754
		if ( material.skinning ) {
M
Mr.doob 已提交
1755

T
tschw 已提交
1756 1757
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1758

T
tschw 已提交
1759
			var skeleton = object.skeleton;
1760

T
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1761
			if ( skeleton ) {
1762

1763 1764
				var bones = skeleton.bones;

1765
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1766

1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777
					if ( skeleton.boneTexture === undefined ) {

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


						var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
1778
						size = _Math.ceilPowerOfTwo( size );
1779 1780 1781 1782 1783 1784
						size = Math.max( size, 4 );

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

						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
1785
						boneTexture.needsUpdate = true;
1786 1787 1788 1789 1790 1791 1792

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

					}

1793
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1794
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1795

T
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1796
				} else {
M
Mr.doob 已提交
1797

T
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1798
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1799 1800 1801 1802 1803 1804 1805 1806 1807

				}

			}

		}

		if ( refreshMaterial ) {

1808 1809 1810
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1811
			if ( material.lights ) {
M
Mr.doob 已提交
1812

1813
				// the current material requires lighting info
M
Mr.doob 已提交
1814

T
tschw 已提交
1815 1816 1817 1818 1819 1820
				// 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
1821

T
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1822
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1823

T
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1824
			}
G
gero3 已提交
1825

T
tschw 已提交
1826
			// refresh uniforms common to several materials
G
gero3 已提交
1827

T
tschw 已提交
1828
			if ( fog && material.fog ) {
G
gero3 已提交
1829

T
tschw 已提交
1830
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1831 1832 1833

			}

1834
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1835 1836 1837

				refreshUniformsCommon( m_uniforms, material );

1838
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1839

1840 1841
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1842

1843
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1844

1845
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1846

1847
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1848

1849
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1850

1851
				} else {
1852

1853
					refreshUniformsPhong( m_uniforms, material );
1854

1855
				}
T
Takahiro 已提交
1856

1857
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1858

1859
				refreshUniformsCommon( m_uniforms, material );
1860

1861
				if ( material.isMeshPhysicalMaterial ) {
1862

1863
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1864

1865
				} else {
W
WestLangley 已提交
1866

1867
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1868

1869
				}
W
WestLangley 已提交
1870

W
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1871 1872 1873 1874 1875 1876
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1877
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1878

1879
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1880
				refreshUniformsDepth( m_uniforms, material );
1881

W
WestLangley 已提交
1882
			} else if ( material.isMeshDistanceMaterial ) {
1883

1884
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1885
				refreshUniformsDistance( m_uniforms, material );
1886

1887
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1888

1889
				refreshUniformsCommon( m_uniforms, material );
1890
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1891

1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1906 1907 1908 1909
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1910 1911
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1912
				m_uniforms.color.value.copy( material.color );
1913 1914
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1915 1916
			}

M
Mr.doob 已提交
1917 1918 1919
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1920 1921
			if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
			if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
M
Mr.doob 已提交
1922

1923
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1924 1925 1926

		}

1927 1928
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1929
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1930 1931 1932
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1933

1934 1935 1936 1937 1938 1939
		if ( material.isSpriteMaterial ) {

			p_uniforms.setValue( _gl, 'center', object.center );

		}

T
tschw 已提交
1940
		// common matrices
M
Mr.doob 已提交
1941

M
Mr.doob 已提交
1942 1943
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1944
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1945

T
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1946
		return program;
A
arose 已提交
1947 1948 1949

	}

M
Mr.doob 已提交
1950 1951
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1952
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1953 1954 1955

		uniforms.opacity.value = material.opacity;

1956 1957
		if ( material.color ) {

T
Takahiro 已提交
1958
			uniforms.diffuse.value.copy( material.color );
1959 1960

		}
M
Mr.doob 已提交
1961

1962
		if ( material.emissive ) {
M
Mr.doob 已提交
1963

1964
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1965 1966 1967

		}

1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
1994
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1995 1996 1997 1998

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

1999
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2000

2001
		}
M
Mr.doob 已提交
2002

2003 2004 2005 2006 2007 2008 2009
		if ( material.lightMap ) {

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

		}

2010
		if ( material.aoMap ) {
2011

2012 2013
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2014 2015 2016

		}

M
Mr.doob 已提交
2017
		// uv repeat and offset setting priorities
M
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2018 2019 2020 2021 2022
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2023
		// 6. emissive map
M
Mr.doob 已提交
2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2039 2040 2041 2042 2043 2044 2045 2046
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2047 2048 2049 2050 2051 2052 2053 2054
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2055 2056 2057 2058
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2059 2060 2061 2062
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2063 2064 2065 2066
		}

		if ( uvScaleMap !== undefined ) {

2067
			// backwards compatibility
2068
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2069 2070 2071 2072 2073

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2074
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2075

W
WestLangley 已提交
2076
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2077

W
WestLangley 已提交
2078
			}
2079

2080
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2081 2082 2083

		}

M
Mr.doob 已提交
2084
	}
M
Mr.doob 已提交
2085

M
Mr.doob 已提交
2086
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2087

T
Takahiro 已提交
2088
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2089 2090
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2091
	}
M
Mr.doob 已提交
2092

M
Mr.doob 已提交
2093
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2094 2095 2096 2097 2098

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

M
Mr.doob 已提交
2099
	}
M
Mr.doob 已提交
2100

M
Mr.doob 已提交
2101
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2102

T
Takahiro 已提交
2103
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2104
		uniforms.opacity.value = material.opacity;
2105
		uniforms.size.value = material.size * _pixelRatio;
2106
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2107 2108 2109

		uniforms.map.value = material.map;

2110 2111
		if ( material.map !== null ) {

W
WestLangley 已提交
2112
			if ( material.map.matrixAutoUpdate === true ) {
2113

W
WestLangley 已提交
2114
				material.map.updateMatrix();
W
WestLangley 已提交
2115 2116

			}
2117

2118
			uniforms.uvTransform.value.copy( material.map.matrix );
2119 2120 2121

		}

2122 2123 2124 2125
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2126
		uniforms.diffuse.value.copy( material.color );
2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;
		uniforms.map.value = material.map;

		if ( material.map !== null ) {

			if ( material.map.matrixAutoUpdate === true ) {

				material.map.updateMatrix();

			}

			uniforms.uvTransform.value.copy( material.map.matrix );

		}

M
Mr.doob 已提交
2143
	}
M
Mr.doob 已提交
2144

M
Mr.doob 已提交
2145
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2146

T
Takahiro 已提交
2147
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2148

2149
		if ( fog.isFog ) {
M
Mr.doob 已提交
2150 2151 2152 2153

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

2154
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2155 2156 2157 2158 2159

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2160
	}
M
Mr.doob 已提交
2161

M
Mr.doob 已提交
2162
	function refreshUniformsLambert( uniforms, material ) {
2163 2164 2165 2166 2167 2168 2169 2170 2171

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2172
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2173

T
Takahiro 已提交
2174
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2175
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2176

2177
		if ( material.emissiveMap ) {
2178

2179
			uniforms.emissiveMap.value = material.emissiveMap;
2180

2181
		}
M
Mr.doob 已提交
2182

2183 2184 2185 2186
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2187
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2188

2189
		}
M
Mr.doob 已提交
2190

2191 2192 2193 2194
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2195
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2196 2197

		}
M
Mr.doob 已提交
2198

2199 2200 2201 2202 2203
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2204

2205
		}
2206

T
Takahiro 已提交
2207 2208 2209 2210 2211 2212
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2213
		if ( material.gradientMap ) {
T
Takahiro 已提交
2214

T
Takahiro 已提交
2215
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2216 2217 2218

		}

2219 2220
	}

M
Mr.doob 已提交
2221
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
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

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

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2248
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2249 2250 2251 2252 2253 2254 2255

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2256
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2277
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2278

2279 2280 2281 2282
		refreshUniformsStandard( uniforms, material );

		uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common

2283 2284 2285
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2286 2287
	}

W
WestLangley 已提交
2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

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

		}

	}

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WestLangley 已提交
2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

2350 2351 2352 2353 2354 2355
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2356
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2357 2358 2359 2360 2361 2362 2363

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2364
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377

		}

		if ( material.displacementMap ) {

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

		}

	}

2378 2379
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2380
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2381

M
Mr.doob 已提交
2382
		uniforms.ambientLightColor.needsUpdate = value;
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WestLangley 已提交
2383
		uniforms.lightProbe.needsUpdate = value;
2384

B
Ben Houston 已提交
2385 2386 2387
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2388
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2389
		uniforms.hemisphereLights.needsUpdate = value;
2390

M
Mr.doob 已提交
2391
	}
2392

2393 2394 2395 2396 2397 2398 2399 2400
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2401
	this.getRenderTarget = function () {
2402 2403 2404

		return _currentRenderTarget;

M
Michael Herzog 已提交
2405
	};
2406

2407
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
M
Mr.doob 已提交
2408

2409 2410
		_currentRenderTarget = renderTarget;

2411
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2412

2413
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2414 2415 2416

		}

2417
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2418
		var isCube = false;
M
Mr.doob 已提交
2419 2420 2421

		if ( renderTarget ) {

M
Mr.doob 已提交
2422
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2423

M
Mr.doob 已提交
2424
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2425

2426
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
Mr.doob 已提交
2427
				isCube = true;
M
Mr.doob 已提交
2428

2429 2430 2431 2432
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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Mr.doob 已提交
2433 2434
			} else {

M
Mr.doob 已提交
2435
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2436 2437 2438

			}

M
Mr.doob 已提交
2439
			_currentViewport.copy( renderTarget.viewport );
2440 2441
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2442

M
Mr.doob 已提交
2443 2444
		} else {

M
Mr.doob 已提交
2445
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2446
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2447
			_currentScissorTest = _scissorTest;
2448

M
Mr.doob 已提交
2449 2450
		}

M
Mr.doob 已提交
2451
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2452 2453 2454 2455 2456 2457

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

		}

M
Mr.doob 已提交
2458
		state.viewport( _currentViewport );
2459 2460
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2461

M
Mr.doob 已提交
2462 2463 2464
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2465
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
M
Mr.doob 已提交
2466 2467 2468

		}

M
Mr.doob 已提交
2469 2470
	};

2471
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2472

0
06wj 已提交
2473
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2474

2475
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2476
			return;
2477

G
gero3 已提交
2478
		}
2479

M
Mr.doob 已提交
2480
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2481

2482
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2483 2484 2485 2486 2487

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2488
		if ( framebuffer ) {
2489

G
gero3 已提交
2490
			var restore = false;
2491

M
Mr.doob 已提交
2492
			if ( framebuffer !== _currentFramebuffer ) {
2493

M
Mr.doob 已提交
2494
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2495

G
gero3 已提交
2496
				restore = true;
2497

G
gero3 已提交
2498
			}
2499

M
Mr.doob 已提交
2500
			try {
2501

M
Mr.doob 已提交
2502
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2503 2504
				var textureFormat = texture.format;
				var textureType = texture.type;
2505

2506
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2507

M
Mr.doob 已提交
2508 2509
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2510

M
Mr.doob 已提交
2511
				}
2512

2513
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2514 2515
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2516

M
Mr.doob 已提交
2517 2518
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2519

M
Mr.doob 已提交
2520
				}
2521

M
Mr.doob 已提交
2522
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2523

2524 2525
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2526
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2527

2528
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2529 2530

					}
2531

M
Mr.doob 已提交
2532
				} else {
M
Mr.doob 已提交
2533

M
Mr.doob 已提交
2534 2535 2536
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2537

M
Mr.doob 已提交
2538
			} finally {
M
Mr.doob 已提交
2539

M
Mr.doob 已提交
2540 2541 2542
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2543

M
Mr.doob 已提交
2544 2545 2546
				}

			}
M
Mr.doob 已提交
2547 2548 2549

		}

M
Mr.doob 已提交
2550 2551
	};

2552
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2553 2554 2555

		var width = texture.image.width;
		var height = texture.image.height;
2556
		var glFormat = utils.convert( texture.format );
2557

2558
		textures.setTexture2D( texture, 0 );
2559

2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

		var width = srcTexture.image.width;
		var height = srcTexture.image.height;
		var glFormat = utils.convert( dstTexture.format );
		var glType = utils.convert( dstTexture.type );

2571
		textures.setTexture2D( dstTexture, 0 );
2572

2573 2574 2575 2576 2577 2578 2579 2580 2581
		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

		}
2582 2583 2584

	};

M
Mr.doob 已提交
2585
}
R
Rich Harris 已提交
2586

2587
export { WebGLRenderer };