WebGLRenderer.js 61.2 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 { 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,
		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
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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;

	// 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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		_usedTextureUnits = 0,
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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
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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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	}

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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 );
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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 = null;

	if ( typeof navigator !== 'undefined' ) {

		vr = ( 'xr' in navigator ) ? 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 () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		return {
			width: _width * _pixelRatio,
			height: _height * _pixelRatio
		};

	};

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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 () {
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		return _currentViewport;
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	};

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = function () {
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		return 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;

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program ) {
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		object.render( function ( object ) {

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			_this.renderBufferImmediate( object, program );
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		} );

	}

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	this.renderBufferImmediate = function ( object, program ) {
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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 programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

605
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
606
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
607

608 609
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
610 611 612 613 614

		}

		if ( object.hasNormals ) {

615
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
616
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
617

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

		}

623
		if ( object.hasUvs ) {
M
Mr.doob 已提交
624

625
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
626
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
627

628
			state.enableAttribute( programAttributes.uv );
629
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
630 631 632

		}

633
		if ( object.hasColors ) {
M
Mr.doob 已提交
634

635
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
636
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
637

638 639
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
640 641 642

		}

643
		state.disableUnusedAttributes();
644

M
Mr.doob 已提交
645 646 647 648 649 650
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

651
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
652

653
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
654 655

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
656

M
Mr.doob 已提交
657
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
658

M
Mr.doob 已提交
659
		var updateBuffers = false;
M
Mr.doob 已提交
660

661 662 663
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
664

M
Mr.doob 已提交
665 666
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
667
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
668 669 670 671
			updateBuffers = true;

		}

672
		if ( object.morphTargetInfluences ) {
673

674
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
675 676 677 678 679

			updateBuffers = true;

		}

680 681
		//

682
		var index = geometry.index;
683
		var position = geometry.attributes.position;
684
		var rangeFactor = 1;
685

686 687
		if ( material.wireframe === true ) {

688
			index = geometries.getWireframeAttribute( geometry );
689
			rangeFactor = 2;
690 691 692

		}

M
Mr.doob 已提交
693
		var attribute;
M
Mr.doob 已提交
694
		var renderer = bufferRenderer;
695

696
		if ( index !== null ) {
697

M
Mr.doob 已提交
698
			attribute = attributes.get( index );
699

700
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
701
			renderer.setIndex( attribute );
702

703
		}
M
Mr.doob 已提交
704

705
		if ( updateBuffers ) {
M
Mr.doob 已提交
706

707
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
708

709
			if ( index !== null ) {
710

M
Mr.doob 已提交
711
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
712 713 714

			}

715
		}
716

717 718
		//

719
		var dataCount = Infinity;
720

M
Mr.doob 已提交
721
		if ( index !== null ) {
722

M
Mr.doob 已提交
723
			dataCount = index.count;
724

M
Mr.doob 已提交
725
		} else if ( position !== undefined ) {
726

M
Mr.doob 已提交
727
			dataCount = position.count;
728

M
Mr.doob 已提交
729
		}
730

M
Mr.doob 已提交
731 732
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
733

M
Mr.doob 已提交
734 735
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
736

M
Mr.doob 已提交
737
		var drawStart = Math.max( rangeStart, groupStart );
738
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
739 740 741

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

742 743
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
744
		//
745

746
		if ( object.isMesh ) {
747

748
			if ( material.wireframe === true ) {
749

750
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
751
				renderer.setMode( _gl.LINES );
752

753
			} else {
M
Mr.doob 已提交
754 755

				switch ( object.drawMode ) {
756

R
Rich Harris 已提交
757
					case TrianglesDrawMode:
B
Ben Adams 已提交
758 759 760
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
761
					case TriangleStripDrawMode:
B
Ben Adams 已提交
762 763 764
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
765
					case TriangleFanDrawMode:
B
Ben Adams 已提交
766 767 768 769
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
770

771
			}
772

773

774
		} else if ( object.isLine ) {
775

776
			var lineWidth = material.linewidth;
777

778
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
779

780
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
781

782
			if ( object.isLineSegments ) {
783

784
				renderer.setMode( _gl.LINES );
785

786 787 788 789
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

790
			} else {
791

792
				renderer.setMode( _gl.LINE_STRIP );
793 794

			}
M
Mr.doob 已提交
795

796
		} else if ( object.isPoints ) {
797 798

			renderer.setMode( _gl.POINTS );
799

800 801 802 803
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

804
		}
805

T
Takahiro 已提交
806
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
807 808 809

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
810
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
811

J
jfranc 已提交
812
			}
813 814 815

		} else {

M
Mr.doob 已提交
816
			renderer.render( drawStart, drawCount );
817

M
Mr.doob 已提交
818 819 820 821
		}

	};

822
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
823

T
Takahiro 已提交
824
		if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
825

826
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
827

828
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
829
				return;
B
Ben Adams 已提交
830

M
Mr.doob 已提交
831 832 833
			}

		}
B
Ben Adams 已提交
834

835 836
		state.initAttributes();

837
		var geometryAttributes = geometry.attributes;
838

839
		var programAttributes = program.getAttributes();
840

841
		var materialDefaultAttributeValues = material.defaultAttributeValues;
842

843
		for ( var name in programAttributes ) {
844

845
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
846

M
Mr.doob 已提交
847
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
848

849
				var geometryAttribute = geometryAttributes[ name ];
850

M
Mr.doob 已提交
851
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
852

853
					var normalized = geometryAttribute.normalized;
854
					var size = geometryAttribute.itemSize;
855

M
Mr.doob 已提交
856
					var attribute = attributes.get( geometryAttribute );
857

858 859 860 861
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
862 863 864
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
865

A
aardgoose 已提交
866
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
867

M
Mr.doob 已提交
868 869 870 871
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
872
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
873

874
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
875

M
Mr.doob 已提交
876
							if ( geometry.maxInstancedCount === undefined ) {
877

D
dubejf 已提交
878
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
879

M
Mr.doob 已提交
880
							}
B
Ben Adams 已提交
881

M
Mr.doob 已提交
882
						} else {
B
Ben Adams 已提交
883

M
Mr.doob 已提交
884
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
885

M
Mr.doob 已提交
886
						}
B
Ben Adams 已提交
887

M
Mr.doob 已提交
888
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
889
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
					} else {
B
Ben Adams 已提交
892

A
aardgoose 已提交
893
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
894

895
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
898

D
dubejf 已提交
899
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
							}
B
Ben Adams 已提交
902

M
Mr.doob 已提交
903 904 905 906
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
907
						}
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
910
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
911

B
Ben Adams 已提交
912
					}
M
Mr.doob 已提交
913

914 915
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
916
					var value = materialDefaultAttributeValues[ name ];
917

918
					if ( value !== undefined ) {
M
Mr.doob 已提交
919

920
						switch ( value.length ) {
M
Mr.doob 已提交
921

922 923 924
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
925

926 927 928
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
929

930 931 932
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
933

934 935
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
936 937

						}
M
Mr.doob 已提交
938 939 940 941 942 943 944 945

					}

				}

			}

		}
946

947
		state.disableUnusedAttributes();
948

M
Mr.doob 已提交
949 950
	}

M
Mr.doob 已提交
951
	// Compile
M
Mr.doob 已提交
952

M
Mr.doob 已提交
953
	this.compile = function ( scene, camera ) {
954

M
Mr.doob 已提交
955
		currentRenderState = renderStates.get( scene, camera );
956
		currentRenderState.init();
957

M
Mr.doob 已提交
958
		scene.traverse( function ( object ) {
G
gero3 已提交
959 960

			if ( object.isLight ) {
M
Mr.doob 已提交
961

962
				currentRenderState.pushLight( object );
963 964 965

				if ( object.castShadow ) {

966
					currentRenderState.pushShadow( object );
967 968

				}
M
Mr.doob 已提交
969

G
gero3 已提交
970
			}
M
Mr.doob 已提交
971 972 973

		} );

974
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
975 976 977 978 979

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
980
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
981

G
gero3 已提交
982
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
983 984 985

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

G
gero3 已提交
986
					}
M
Mr.doob 已提交
987

G
gero3 已提交
988
				} else {
M
Mr.doob 已提交
989 990 991

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

G
gero3 已提交
992
				}
M
Mr.doob 已提交
993

G
gero3 已提交
994
			}
M
Mr.doob 已提交
995 996

		} );
G
gero3 已提交
997 998

	};
999

1000
	// Animation Loop
M
Mr.doob 已提交
1001

M
Mr.doob 已提交
1002
	var onAnimationFrameCallback = null;
1003

1004
	function onAnimationFrame( time ) {
1005

M
Mr.doob 已提交
1006
		if ( vr.isPresenting() ) return;
1007
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1008

1009
	}
1010

M
Mr.doob 已提交
1011 1012
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1013 1014

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1015

1016
	this.setAnimationLoop = function ( callback ) {
1017

M
Mr.doob 已提交
1018 1019
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1020

1021 1022
		animation.start();

1023 1024
	};

M
Mr.doob 已提交
1025 1026 1027
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1028

0
06wj 已提交
1029
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1030

1031
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1032 1033 1034 1035
			return;

		}

1036 1037
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1038 1039
		// reset caching for this frame

M
Mr.doob 已提交
1040 1041
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1042
		_currentGeometryProgram.wireframe = false;
1043
		_currentMaterialId = - 1;
1044
		_currentCamera = null;
M
Mr.doob 已提交
1045 1046 1047

		// update scene graph

1048
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1049 1050 1051

		// update camera matrices and frustum

1052
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1053

1054 1055 1056 1057 1058 1059
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1060 1061
		//

1062 1063
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1064

1065 1066
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1067 1068 1069
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1070
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1071
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1072

1073 1074 1075
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1076
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1077

M
Mr.doob 已提交
1078
		if ( _this.sortObjects === true ) {
1079

1080
			currentRenderList.sort();
M
Mr.doob 已提交
1081

1082 1083
		}

M
Mr.doob 已提交
1084
		//
M
Mr.doob 已提交
1085

T
tschw 已提交
1086
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1087

1088
		var shadowsArray = currentRenderState.state.shadowsArray;
1089

1090
		shadowMap.render( shadowsArray, scene, camera );
1091

1092
		currentRenderState.setupLights( camera );
1093

T
tschw 已提交
1094
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1095

M
Mr.doob 已提交
1096 1097
		//

A
Atrahasis 已提交
1098
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1099

1100 1101 1102 1103 1104 1105
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1106 1107
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1108 1109
		//

1110
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1111

1112
		// render scene
M
Mr.doob 已提交
1113

1114 1115 1116
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1117 1118
		if ( scene.overrideMaterial ) {

1119
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1120

M
Mr.doob 已提交
1121 1122
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1123

M
Mr.doob 已提交
1124 1125
		} else {

1126 1127
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1128
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1129 1130 1131

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

M
Mr.doob 已提交
1132
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1133

1134
		}
M
Mr.doob 已提交
1135 1136 1137

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

M
Mr.doob 已提交
1138 1139
		if ( renderTarget ) {

1140
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1141 1142 1143

		}

1144
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1145

1146 1147 1148
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1149

1150
		state.setPolygonOffset( false );
1151

1152
		scene.onAfterRender( _this, scene, camera );
1153

M
Mr.doob 已提交
1154
		if ( vr.enabled ) {
1155

1156
			vr.submitFrame();
1157

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

M
Mr.doob 已提交
1160 1161
		// _gl.finish();

1162
		currentRenderList = null;
1163
		currentRenderState = null;
1164

M
Mr.doob 已提交
1165
	};
M
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1166

M
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1167
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1168

1169
		if ( object.visible === false ) return;
M
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1170

1171
		var visible = object.layers.test( camera.layers );
M
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1172

1173
		if ( visible ) {
1174

1175
			if ( object.isLight ) {
M
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1176

1177
				currentRenderState.pushLight( object );
1178 1179 1180

				if ( object.castShadow ) {

1181
					currentRenderState.pushShadow( object );
1182 1183

				}
M
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1184

1185
			} else if ( object.isSprite ) {
M
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1186

1187
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1188

1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199
					if ( sortObjects ) {

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

					}

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

					currentRenderList.push( object, geometry, material, _vector3.z, null );
M
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1200

1201
				}
M
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1202

1203
			} else if ( object.isImmediateRenderObject ) {
M
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1204

1205
				if ( sortObjects ) {
M
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1206

1207 1208
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1209

1210
				}
M
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1211

1212
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1213

1214
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1215

1216
				if ( object.isSkinnedMesh ) {
1217

1218
					object.skeleton.update();
1219

1220
				}
1221

1222
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1223

1224 1225 1226 1227 1228 1229
					if ( sortObjects ) {

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

					}
1230

1231 1232
					var geometry = objects.update( object );
					var material = object.material;
1233

1234
					if ( Array.isArray( material ) ) {
1235

1236
						var groups = geometry.groups;
1237

1238
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1239

1240 1241
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1242

1243
							if ( groupMaterial && groupMaterial.visible ) {
1244

1245 1246 1247
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
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1248

M
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1249
						}
M
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1250

1251
					} else if ( material.visible ) {
1252

1253
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
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1254

1255
					}
M
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1256

1257
				}
M
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1258

1259
			}
M
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1260

M
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1261
		}
M
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1262

M
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1263
		var children = object.children;
M
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1264

M
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1265 1266
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1267
			projectObject( children[ i ], camera, sortObjects );
M
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1268

1269
		}
1270

1271
	}
M
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1272

1273
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1274

M
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1275
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1276

1277
			var renderItem = renderList[ i ];
M
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1278

1279
			var object = renderItem.object;
M
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1280 1281 1282
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
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1283

M
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1284
			if ( camera.isArrayCamera ) {
M
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1285

1286 1287
				_currentArrayCamera = camera;

M
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1288
				var cameras = camera.cameras;
M
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1289

M
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1290
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
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1291

M
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1292
					var camera2 = cameras[ j ];
M
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1293

1294
					if ( object.layers.test( camera2.layers ) ) {
1295

M
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1296 1297 1298 1299 1300 1301 1302
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1303

M
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1304 1305 1306 1307
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
M
Mr.doob 已提交
1308

M
Mr.doob 已提交
1309 1310 1311
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1312

1313 1314
						currentRenderState.setupLights( camera2 );

1315 1316 1317
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1318

M
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1319
				}
1320

M
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1321
			} else {
M
Mr.doob 已提交
1322

1323 1324
				_currentArrayCamera = null;

M
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1325
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1326

M
Mr.doob 已提交
1327
			}
M
Mr.doob 已提交
1328

1329
		}
M
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1330

1331
	}
G
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1332

M
Mr.doob 已提交
1333 1334
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1335
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1336
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1337

M
Mr.doob 已提交
1338 1339 1340 1341 1342
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1343
			state.setMaterial( material );
M
Mr.doob 已提交
1344 1345 1346

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

M
Mr.doob 已提交
1347 1348
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1349
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1352 1353 1354

		} else {

M
Mugen87 已提交
1355
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1356 1357 1358

		}

M
Mr.doob 已提交
1359
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1360
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1361

M
Mr.doob 已提交
1362 1363
	}

1364
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1365

1366
		var materialProperties = properties.get( material );
G
gero3 已提交
1367

1368 1369
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1370

M
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1371 1372 1373
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1374
		var parameters = programCache.getParameters(
1375
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1376

G
gero3 已提交
1377
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1378

1379
		var program = materialProperties.program;
T
tschw 已提交
1380
		var programChange = true;
1381

1382
		if ( program === undefined ) {
B
Ben Adams 已提交
1383

M
Mr.doob 已提交
1384 1385
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1386

1387
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1388

M
Mr.doob 已提交
1389
			// changed glsl or parameters
1390
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1391

M
Mr.doob 已提交
1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1407 1408 1409

			programChange = false;

G
gero3 已提交
1410
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1411

T
tschw 已提交
1412
			// same glsl and uniform list
T
tschw 已提交
1413 1414
			return;

T
tschw 已提交
1415
		} else {
B
Ben Adams 已提交
1416

T
tschw 已提交
1417 1418
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1419 1420 1421

		}

1422
		if ( programChange ) {
B
Ben Adams 已提交
1423

1424
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1425

R
Rich Harris 已提交
1426
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1427

1428
				materialProperties.shader = {
1429
					name: material.type,
M
Mr.doob 已提交
1430
					uniforms: cloneUniforms( shader.uniforms ),
1431
					vertexShader: shader.vertexShader,
1432
					fragmentShader: shader.fragmentShader
1433
				};
B
Ben Adams 已提交
1434

1435
			} else {
B
Ben Adams 已提交
1436

1437
				materialProperties.shader = {
1438 1439 1440
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1441
					fragmentShader: material.fragmentShader
1442
				};
G
gero3 已提交
1443

1444
			}
G
gero3 已提交
1445

1446
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1447

1448
			// Computing code again as onBeforeCompile may have changed the shaders
1449 1450
			code = programCache.getProgramCode( material, parameters );

1451
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1452

1453 1454
			materialProperties.program = program;
			material.program = program;
1455 1456 1457

		}

1458
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1459 1460 1461 1462 1463

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1464
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1465

1466
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1480
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1481

1482
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1483 1484 1485 1486 1487 1488 1489 1490 1491

					material.numSupportedMorphNormals ++;

				}

			}

		}

1492
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1493

1494
		if ( ! material.isShaderMaterial &&
1495 1496
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1497

T
tschw 已提交
1498
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1499
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1500
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1501 1502 1503

		}

1504
		materialProperties.fog = fog;
1505

1506
		// store the light setup it was created for
M
Mr.doob 已提交
1507
		if ( lightsHash === undefined ) {
1508

M
Mr.doob 已提交
1509
			materialProperties.lightsHash = lightsHash = {};
1510 1511 1512

		}

M
Mr.doob 已提交
1513 1514 1515 1516 1517 1518 1519
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1520

M
Mr.doob 已提交
1521
		if ( material.lights ) {
1522 1523 1524

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

1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537
			uniforms.ambientLightColor.value = lights.state.ambient;
			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;
1538
			// TODO (abelnation): add area lights shadow info to uniforms
1539

1540 1541
		}

T
tschw 已提交
1542 1543
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1544
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1545

T
tschw 已提交
1546
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1547

M
Mr.doob 已提交
1548
	}
M
Mr.doob 已提交
1549

1550
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1551 1552 1553

		_usedTextureUnits = 0;

1554
		var materialProperties = properties.get( material );
1555
		var lights = currentRenderState.state.lights;
1556

M
Mr.doob 已提交
1557 1558 1559
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1560 1561 1562 1563 1564
		if ( _clippingEnabled ) {

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

				var useCache =
1565 1566
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1567 1568 1569 1570

				// 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
1571
				_clipping.setState(
1572 1573
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1574 1575 1576 1577 1578

			}

		}

1579
		if ( material.needsUpdate === false ) {
1580

1581
			if ( materialProperties.program === undefined ) {
1582

1583
				material.needsUpdate = true;
1584

1585
			} else if ( material.fog && materialProperties.fog !== fog ) {
1586

M
Mr.doob 已提交
1587
				material.needsUpdate = true;
1588

M
Mr.doob 已提交
1589 1590 1591 1592 1593 1594 1595
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1596

1597
				material.needsUpdate = true;
1598

1599
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1600
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1601
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1602 1603 1604

				material.needsUpdate = true;

1605
			}
1606 1607 1608 1609

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1610

1611
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1612 1613 1614 1615
			material.needsUpdate = false;

		}

1616
		var refreshProgram = false;
M
Mr.doob 已提交
1617
		var refreshMaterial = false;
1618
		var refreshLights = false;
M
Mr.doob 已提交
1619

1620
		var program = materialProperties.program,
1621
			p_uniforms = program.getUniforms(),
1622
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1623

1624
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1625

1626
			refreshProgram = true;
M
Mr.doob 已提交
1627
			refreshMaterial = true;
1628
			refreshLights = true;
M
Mr.doob 已提交
1629 1630 1631 1632 1633 1634

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1635

M
Mr.doob 已提交
1636 1637 1638 1639
			refreshMaterial = true;

		}

1640
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1641

M
Mr.doob 已提交
1642
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1643

G
gero3 已提交
1644
			if ( capabilities.logarithmicDepthBuffer ) {
1645

T
tschw 已提交
1646
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1647
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1648 1649 1650

			}

1651
			if ( _currentCamera !== camera ) {
1652

1653
				_currentCamera = camera;
1654 1655 1656 1657 1658 1659

				// 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
1660
				refreshLights = true;		// remains set until update done
1661 1662

			}
M
Mr.doob 已提交
1663

1664 1665 1666
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1667
			if ( material.isShaderMaterial ||
1668 1669 1670
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1671

T
tschw 已提交
1672 1673 1674
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1675

T
tschw 已提交
1676
					uCamPos.setValue( _gl,
1677
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1678 1679 1680 1681 1682

				}

			}

1683
			if ( material.isMeshPhongMaterial ||
1684 1685 1686 1687
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1688
				material.skinning ) {
1689

T
tschw 已提交
1690
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1691 1692 1693

			}

M
Mr.doob 已提交
1694 1695 1696 1697 1698 1699
		}

		// 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

1700
		if ( material.skinning ) {
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1701

T
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1702 1703
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1704

T
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1705
			var skeleton = object.skeleton;
1706

T
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1707
			if ( skeleton ) {
1708

1709 1710
				var bones = skeleton.bones;

1711
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1712

1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723
					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
1724
						size = _Math.ceilPowerOfTwo( size );
1725 1726 1727 1728 1729 1730
						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 );
1731
						boneTexture.needsUpdate = true;
1732 1733 1734 1735 1736 1737 1738

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

					}

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1739 1740
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1741

T
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1742
				} else {
M
Mr.doob 已提交
1743

T
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1744
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1745 1746 1747 1748 1749 1750 1751 1752 1753

				}

			}

		}

		if ( refreshMaterial ) {

1754 1755 1756
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
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1757
			if ( material.lights ) {
M
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1758

1759
				// the current material requires lighting info
M
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1760

T
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1761 1762 1763 1764 1765 1766
				// 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
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1767

T
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1768
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1769

T
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1770
			}
G
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1771

T
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1772
			// refresh uniforms common to several materials
G
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1773

T
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1774
			if ( fog && material.fog ) {
G
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1775

T
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1776
				refreshUniformsFog( m_uniforms, fog );
M
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1777 1778 1779

			}

1780
			if ( material.isMeshBasicMaterial ) {
M
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1781 1782 1783

				refreshUniformsCommon( m_uniforms, material );

1784
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1785

1786 1787
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1788

1789
			} else if ( material.isMeshPhongMaterial ) {
M
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1790

1791
				refreshUniformsCommon( m_uniforms, material );
M
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1792

1793
				if ( material.isMeshToonMaterial ) {
M
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1794

1795
					refreshUniformsToon( m_uniforms, material );
M
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1796

1797
				} else {
1798

1799
					refreshUniformsPhong( m_uniforms, material );
1800

1801
				}
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1802

1803
			} else if ( material.isMeshStandardMaterial ) {
T
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1804

1805
				refreshUniformsCommon( m_uniforms, material );
1806

1807
				if ( material.isMeshPhysicalMaterial ) {
1808

1809
					refreshUniformsPhysical( m_uniforms, material );
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1810

1811
				} else {
W
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1812

1813
					refreshUniformsStandard( m_uniforms, material );
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1814

1815
				}
W
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1816

W
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1817 1818 1819 1820 1821 1822
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1823
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1824

1825
				refreshUniformsCommon( m_uniforms, material );
W
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1826
				refreshUniformsDepth( m_uniforms, material );
1827

W
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1828
			} else if ( material.isMeshDistanceMaterial ) {
1829

1830
				refreshUniformsCommon( m_uniforms, material );
W
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1831
				refreshUniformsDistance( m_uniforms, material );
1832

1833
			} else if ( material.isMeshNormalMaterial ) {
M
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1834

1835
				refreshUniformsCommon( m_uniforms, material );
1836
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1837

1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1852 1853 1854 1855
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1856 1857 1858 1859 1860
			} else if ( material.isShadowMaterial ) {

				m_uniforms.color.value = material.color;
				m_uniforms.opacity.value = material.opacity;

M
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1861 1862
			}

M
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1863 1864 1865
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1866 1867
			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
1868

1869
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1870 1871 1872

		}

1873 1874 1875 1876 1877 1878
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1879

1880 1881 1882 1883 1884 1885
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1886
		// common matrices
M
Mr.doob 已提交
1887

M
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1888 1889
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1890
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1891

T
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1892
		return program;
A
arose 已提交
1893 1894 1895

	}

M
Mr.doob 已提交
1896 1897
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1898
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1899 1900 1901

		uniforms.opacity.value = material.opacity;

1902 1903 1904 1905 1906
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1907

1908
		if ( material.emissive ) {
M
Mr.doob 已提交
1909

1910
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1911 1912 1913

		}

1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939
		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
1940
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1941 1942 1943 1944

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

1945
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1946

1947
		}
M
Mr.doob 已提交
1948

1949 1950 1951 1952 1953 1954 1955
		if ( material.lightMap ) {

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

		}

1956
		if ( material.aoMap ) {
1957

1958 1959
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1960 1961 1962

		}

M
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1963
		// uv repeat and offset setting priorities
M
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1964 1965 1966 1967 1968
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1969
		// 6. emissive map
M
Mr.doob 已提交
1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1981 1982 1983 1984
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1985 1986 1987 1988 1989 1990 1991 1992
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1993 1994 1995 1996 1997 1998 1999 2000
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2001 2002 2003 2004
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2005 2006 2007 2008
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2009 2010 2011 2012
		}

		if ( uvScaleMap !== undefined ) {

2013
			// backwards compatibility
2014
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2015 2016 2017 2018 2019

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2020
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2021

W
WestLangley 已提交
2022
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2023

W
WestLangley 已提交
2024
			}
2025

2026
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2027 2028 2029

		}

M
Mr.doob 已提交
2030
	}
M
Mr.doob 已提交
2031

M
Mr.doob 已提交
2032
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2033 2034 2035 2036

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

M
Mr.doob 已提交
2037
	}
M
Mr.doob 已提交
2038

M
Mr.doob 已提交
2039
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2040 2041 2042 2043 2044

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

M
Mr.doob 已提交
2045
	}
M
Mr.doob 已提交
2046

M
Mr.doob 已提交
2047
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2048

2049
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2050
		uniforms.opacity.value = material.opacity;
2051
		uniforms.size.value = material.size * _pixelRatio;
2052
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2053 2054 2055

		uniforms.map.value = material.map;

2056 2057
		if ( material.map !== null ) {

W
WestLangley 已提交
2058
			if ( material.map.matrixAutoUpdate === true ) {
2059

W
WestLangley 已提交
2060
				material.map.updateMatrix();
W
WestLangley 已提交
2061 2062

			}
2063

2064
			uniforms.uvTransform.value.copy( material.map.matrix );
2065 2066 2067

		}

2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088
	}

	function refreshUniformsSprites( uniforms, material ) {

		uniforms.diffuse.value = material.color;
		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
2089
	}
M
Mr.doob 已提交
2090

M
Mr.doob 已提交
2091
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2092 2093 2094

		uniforms.fogColor.value = fog.color;

2095
		if ( fog.isFog ) {
M
Mr.doob 已提交
2096 2097 2098 2099

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

2100
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2101 2102 2103 2104 2105

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2106
	}
M
Mr.doob 已提交
2107

M
Mr.doob 已提交
2108
	function refreshUniformsLambert( uniforms, material ) {
2109 2110 2111 2112 2113 2114 2115 2116 2117

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2118
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2119

2120
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2121
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2122

2123
		if ( material.emissiveMap ) {
2124

2125
			uniforms.emissiveMap.value = material.emissiveMap;
2126

2127
		}
M
Mr.doob 已提交
2128

2129 2130 2131 2132
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2133
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2134

2135
		}
M
Mr.doob 已提交
2136

2137 2138 2139 2140
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2141
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2142 2143

		}
M
Mr.doob 已提交
2144

2145 2146 2147 2148 2149
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2150

2151
		}
2152

T
Takahiro 已提交
2153 2154 2155 2156 2157 2158
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2159
		if ( material.gradientMap ) {
T
Takahiro 已提交
2160

T
Takahiro 已提交
2161
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2162 2163 2164

		}

2165 2166
	}

M
Mr.doob 已提交
2167
	function refreshUniformsStandard( uniforms, material ) {
W
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2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193

		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;
2194
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
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2195 2196 2197 2198 2199 2200 2201

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2202
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222

		}

		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
2223
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2224

2225 2226 2227 2228
		refreshUniformsStandard( uniforms, material );

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

2229 2230 2231
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2232 2233
	}

W
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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 2261 2262 2263 2264 2265 2266 2267
	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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2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295
	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;

	}

2296 2297 2298 2299 2300 2301
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2302
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2303 2304 2305 2306 2307 2308 2309

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2310
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323

		}

		if ( material.displacementMap ) {

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

		}

	}

2324 2325
	// 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
2326
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2327

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2328
		uniforms.ambientLightColor.needsUpdate = value;
2329

B
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2330 2331 2332
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2333
		uniforms.rectAreaLights.needsUpdate = value;
B
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2334
		uniforms.hemisphereLights.needsUpdate = value;
2335

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2336
	}
2337

M
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2338 2339
	// Textures

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2340 2341 2342 2343 2344 2345
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2346
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2347 2348 2349 2350 2351 2352 2353 2354 2355

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2356
	this.allocTextureUnit = allocTextureUnit;
T
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2357

2358
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2359
	this.setTexture2D = ( function () {
T
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2360

2361
		var warned = false;
T
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2362

2363
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2364
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2365

T
Takahiro 已提交
2366
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2367

2368
				if ( ! warned ) {
T
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2369

2370 2371
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2372

2373
				}
T
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2374

2375
				texture = texture.texture;
T
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2376

2377
			}
T
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2378

2379
			textures.setTexture2D( texture, slot );
T
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2380

2381
		};
T
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2382

2383
	}() );
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2384

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2385
	this.setTexture3D = ( function () {
A
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2386

A
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2387 2388
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
A
artur.trzesiok 已提交
2389

A
artur.trzesiok 已提交
2390 2391 2392 2393 2394
			textures.setTexture3D( texture, slot );

		};

	}() );
A
artur.trzesiok 已提交
2395

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Mr.doob 已提交
2396
	this.setTexture = ( function () {
2397 2398 2399

		var warned = false;

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2400
		return function setTexture( texture, slot ) {
2401 2402 2403 2404 2405 2406 2407 2408

			if ( ! warned ) {

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

			}

2409
			textures.setTexture2D( texture, slot );
2410 2411 2412 2413 2414

		};

	}() );

M
Mr.doob 已提交
2415
	this.setTextureCube = ( function () {
2416 2417 2418

		var warned = false;

W
WestLangley 已提交
2419
		return function setTextureCube( texture, slot ) {
2420 2421

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2422
			if ( texture && texture.isWebGLRenderTargetCube ) {
2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436

				if ( ! warned ) {

					console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
					warned = true;

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
Takahiro 已提交
2437
			if ( ( texture && texture.isCubeTexture ) ||
2438
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2439 2440 2441 2442

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2443
				textures.setTextureCube( texture, slot );
2444 2445 2446 2447 2448

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2449
				textures.setTextureCubeDynamic( texture, slot );
2450 2451 2452 2453 2454 2455

			}

		};

	}() );
T
tschw 已提交
2456

2457 2458 2459 2460 2461 2462 2463 2464
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2465
	this.getRenderTarget = function () {
2466 2467 2468

		return _currentRenderTarget;

M
Michael Herzog 已提交
2469
	};
2470

2471
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2472

2473 2474
		_currentRenderTarget = renderTarget;

2475
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2476

2477
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2478 2479 2480

		}

2481
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2482
		var isCube = false;
M
Mr.doob 已提交
2483 2484 2485

		if ( renderTarget ) {

M
Mr.doob 已提交
2486
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2487

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

M
Mr.doob 已提交
2490
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2491
				isCube = true;
M
Mr.doob 已提交
2492 2493 2494

			} else {

M
Mr.doob 已提交
2495
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2496 2497 2498

			}

M
Mr.doob 已提交
2499
			_currentViewport.copy( renderTarget.viewport );
2500 2501
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2502

M
Mr.doob 已提交
2503 2504
		} else {

M
Mr.doob 已提交
2505
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2506
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2507
			_currentScissorTest = _scissorTest;
2508

M
Mr.doob 已提交
2509 2510
		}

M
Mr.doob 已提交
2511
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2512 2513 2514 2515 2516 2517

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

		}

M
Mr.doob 已提交
2518
		state.viewport( _currentViewport );
2519 2520
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2521

M
Mr.doob 已提交
2522 2523 2524
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2525
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
Mr.doob 已提交
2526 2527 2528

		}

M
Mr.doob 已提交
2529 2530
	};

M
Mr.doob 已提交
2531
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2532

0
06wj 已提交
2533
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2534

2535
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2536
			return;
2537

G
gero3 已提交
2538
		}
2539

M
Mr.doob 已提交
2540
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2541

M
Mr.doob 已提交
2542
		if ( framebuffer ) {
2543

G
gero3 已提交
2544
			var restore = false;
2545

M
Mr.doob 已提交
2546
			if ( framebuffer !== _currentFramebuffer ) {
2547

M
Mr.doob 已提交
2548
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2549

G
gero3 已提交
2550
				restore = true;
2551

G
gero3 已提交
2552
			}
2553

M
Mr.doob 已提交
2554
			try {
2555

M
Mr.doob 已提交
2556
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2557 2558
				var textureFormat = texture.format;
				var textureType = texture.type;
2559

2560
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2561

M
Mr.doob 已提交
2562 2563
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2564

M
Mr.doob 已提交
2565
				}
2566

2567
				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
2568 2569
					! ( 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' ) ) ) ) {
2570

M
Mr.doob 已提交
2571 2572
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2573

M
Mr.doob 已提交
2574
				}
2575

M
Mr.doob 已提交
2576
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2577

2578 2579
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2580
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2581

2582
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2583 2584

					}
2585

M
Mr.doob 已提交
2586
				} else {
M
Mr.doob 已提交
2587

M
Mr.doob 已提交
2588 2589 2590
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2591

M
Mr.doob 已提交
2592
			} finally {
M
Mr.doob 已提交
2593

M
Mr.doob 已提交
2594 2595 2596
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2597

M
Mr.doob 已提交
2598 2599 2600
				}

			}
M
Mr.doob 已提交
2601 2602 2603

		}

M
Mr.doob 已提交
2604 2605
	};

2606
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2607 2608 2609

		var width = texture.image.width;
		var height = texture.image.height;
2610
		var glFormat = utils.convert( texture.format );
2611 2612 2613

		this.setTexture2D( texture, 0 );

2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626
		_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 );

		this.setTexture2D( dstTexture, 0 );

2627 2628 2629 2630 2631 2632 2633 2634 2635
		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 );

		}
2636 2637 2638

	};

M
Mr.doob 已提交
2639
}
R
Rich Harris 已提交
2640

T
Tristan VALCKE 已提交
2641

2642
export { WebGLRenderer };