WebGLRenderer.js 62.0 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 ) {

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			_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

A
Alex Goldring 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
	// Rendering

1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044
	this.render = function ( scene, camera ) {

		var renderTarget;
		var forceClear;

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

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

		}

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

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

		}
1045

0
06wj 已提交
1046
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1047

1048
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1049 1050 1051 1052
			return;

		}

1053 1054
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1055 1056
		// reset caching for this frame

M
Mr.doob 已提交
1057 1058
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1059
		_currentGeometryProgram.wireframe = false;
1060
		_currentMaterialId = - 1;
1061
		_currentCamera = null;
M
Mr.doob 已提交
1062 1063 1064

		// update scene graph

1065
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1066 1067 1068

		// update camera matrices and frustum

1069
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1070

1071 1072 1073 1074 1075 1076
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1077 1078
		//

1079 1080
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1081

1082 1083
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1084 1085 1086
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1087
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1088
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1089

1090 1091 1092
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1093
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1094

M
Mr.doob 已提交
1095
		if ( _this.sortObjects === true ) {
1096

1097
			currentRenderList.sort();
M
Mr.doob 已提交
1098

1099 1100
		}

M
Mr.doob 已提交
1101
		//
M
Mr.doob 已提交
1102

T
tschw 已提交
1103
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1104

1105
		var shadowsArray = currentRenderState.state.shadowsArray;
1106

1107
		shadowMap.render( shadowsArray, scene, camera );
1108

1109
		currentRenderState.setupLights( camera );
1110

T
tschw 已提交
1111
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1112

M
Mr.doob 已提交
1113 1114
		//

A
Atrahasis 已提交
1115
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1116

1117
		if ( renderTarget !== undefined ) {
1118

1119
			this.setRenderTarget( renderTarget );
1120 1121 1122

		}

M
Mr.doob 已提交
1123 1124
		//

1125
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1126

1127
		// render scene
M
Mr.doob 已提交
1128

1129 1130 1131
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1132 1133
		if ( scene.overrideMaterial ) {

1134
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1135

M
Mr.doob 已提交
1136 1137
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1138

M
Mr.doob 已提交
1139 1140
		} else {

1141 1142
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1143
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1144 1145 1146

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

M
Mr.doob 已提交
1147
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1148

1149
		}
M
Mr.doob 已提交
1150

1151
		//
M
Mr.doob 已提交
1152

M
Mr.doob 已提交
1153 1154
		if ( renderTarget ) {

1155 1156
			// Generate mipmap if we're using any kind of mipmap filtering

1157
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1158

M
Mugen87 已提交
1159
			// resolve multisample renderbuffers to a single-sample texture if necessary
1160 1161 1162

			textures.updateMultisampleRenderTarget( renderTarget );

M
Mr.doob 已提交
1163 1164
		}

1165
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1166

1167 1168 1169
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1170

1171
		state.setPolygonOffset( false );
1172

1173
		scene.onAfterRender( _this, scene, camera );
1174

M
Mr.doob 已提交
1175
		if ( vr.enabled ) {
1176

1177
			vr.submitFrame();
1178

M
Mr.doob 已提交
1179
		}
M
Mr.doob 已提交
1180

M
Mr.doob 已提交
1181 1182
		// _gl.finish();

1183
		currentRenderList = null;
1184
		currentRenderState = null;
1185

M
Mr.doob 已提交
1186
	};
M
Mr.doob 已提交
1187

1188
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1189

1190
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1191

1192
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1193

1194
		if ( visible ) {
1195

1196 1197 1198 1199 1200
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1201

1202
				currentRenderState.pushLight( object );
1203 1204 1205

				if ( object.castShadow ) {

1206
					currentRenderState.pushShadow( object );
1207 1208

				}
M
Mr.doob 已提交
1209

1210
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1211

1212
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1213

1214 1215 1216 1217 1218 1219 1220 1221 1222 1223
					if ( sortObjects ) {

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

					}

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

1224
					currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
M
Mr.doob 已提交
1225

1226
				}
M
Mr.doob 已提交
1227

1228
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1229

1230
				if ( sortObjects ) {
M
Mr.doob 已提交
1231

1232 1233
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1234

1235
				}
M
Mr.doob 已提交
1236

1237
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1238

1239
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1240

1241
				if ( object.isSkinnedMesh ) {
1242

1243
					object.skeleton.update();
1244

1245
				}
1246

1247
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1248

1249 1250 1251 1252 1253 1254
					if ( sortObjects ) {

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

					}
1255

1256 1257
					var geometry = objects.update( object );
					var material = object.material;
1258

1259
					if ( Array.isArray( material ) ) {
1260

1261
						var groups = geometry.groups;
1262

1263
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1264

1265 1266
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1267

1268
							if ( groupMaterial && groupMaterial.visible ) {
1269

1270
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1271 1272

							}
M
Mr.doob 已提交
1273

M
Mr.doob 已提交
1274
						}
M
Mr.doob 已提交
1275

1276
					} else if ( material.visible ) {
1277

1278
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1279

1280
					}
M
Mr.doob 已提交
1281

1282
				}
M
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1283

1284
			}
M
Mr.doob 已提交
1285

M
Mr.doob 已提交
1286
		}
M
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1287

M
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1288
		var children = object.children;
M
Mr.doob 已提交
1289

M
Mr.doob 已提交
1290 1291
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1292
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1293

1294
		}
1295

1296
	}
M
Mr.doob 已提交
1297

1298
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1299

M
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1300
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1301

1302
			var renderItem = renderList[ i ];
M
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1303

1304
			var object = renderItem.object;
M
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1305 1306 1307
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1308

M
Mr.doob 已提交
1309
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1310

1311 1312
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1313
				var cameras = camera.cameras;
M
Mr.doob 已提交
1314

M
Mr.doob 已提交
1315
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1316

M
Mr.doob 已提交
1317
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1318

1319
					if ( object.layers.test( camera2.layers ) ) {
1320

M
Mr.doob 已提交
1321 1322 1323 1324 1325 1326 1327
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1328

M
Mr.doob 已提交
1329 1330 1331 1332
							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
1333

M
Mr.doob 已提交
1334 1335 1336
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1337

1338 1339
						currentRenderState.setupLights( camera2 );

1340 1341 1342
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1343

M
Mr.doob 已提交
1344
				}
1345

M
Mr.doob 已提交
1346
			} else {
M
Mr.doob 已提交
1347

1348 1349
				_currentArrayCamera = null;

M
Mr.doob 已提交
1350
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1351

M
Mr.doob 已提交
1352
			}
M
Mr.doob 已提交
1353

1354
		}
M
Mr.doob 已提交
1355

1356
	}
G
gero3 已提交
1357

M
Mr.doob 已提交
1358 1359
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1360
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1361
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1362

M
Mr.doob 已提交
1363 1364 1365 1366 1367
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1368
			state.setMaterial( material );
M
Mr.doob 已提交
1369 1370 1371

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

M
Mr.doob 已提交
1372 1373
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1374
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1377 1378 1379

		} else {

M
Mugen87 已提交
1380
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1381 1382 1383

		}

M
Mr.doob 已提交
1384
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1385
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1386

M
Mr.doob 已提交
1387 1388
	}

1389
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1390

1391
		var materialProperties = properties.get( material );
G
gero3 已提交
1392

1393 1394
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1395

M
Mr.doob 已提交
1396 1397 1398
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1399
		var parameters = programCache.getParameters(
1400
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1401

G
gero3 已提交
1402
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1403

1404
		var program = materialProperties.program;
T
tschw 已提交
1405
		var programChange = true;
1406

1407
		if ( program === undefined ) {
B
Ben Adams 已提交
1408

M
Mr.doob 已提交
1409 1410
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1411

1412
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1413

M
Mr.doob 已提交
1414
			// changed glsl or parameters
1415
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1416

M
Mr.doob 已提交
1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431
		} 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;
1432 1433 1434

			programChange = false;

G
gero3 已提交
1435
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1436

T
tschw 已提交
1437
			// same glsl and uniform list
T
tschw 已提交
1438 1439
			return;

T
tschw 已提交
1440
		} else {
B
Ben Adams 已提交
1441

T
tschw 已提交
1442 1443
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1444 1445 1446

		}

1447
		if ( programChange ) {
B
Ben Adams 已提交
1448

1449
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1450

R
Rich Harris 已提交
1451
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1452

1453
				materialProperties.shader = {
1454
					name: material.type,
M
Mr.doob 已提交
1455
					uniforms: cloneUniforms( shader.uniforms ),
1456
					vertexShader: shader.vertexShader,
1457
					fragmentShader: shader.fragmentShader
1458
				};
B
Ben Adams 已提交
1459

1460
			} else {
B
Ben Adams 已提交
1461

1462
				materialProperties.shader = {
1463 1464 1465
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1466
					fragmentShader: material.fragmentShader
1467
				};
G
gero3 已提交
1468

1469
			}
G
gero3 已提交
1470

1471
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1472

1473
			// Computing code again as onBeforeCompile may have changed the shaders
1474 1475
			code = programCache.getProgramCode( material, parameters );

1476
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1477

1478 1479
			materialProperties.program = program;
			material.program = program;
1480 1481 1482

		}

1483
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1484 1485 1486 1487 1488

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1489
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1490

1491
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1505
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1506

1507
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1508 1509 1510 1511 1512 1513 1514 1515 1516

					material.numSupportedMorphNormals ++;

				}

			}

		}

1517
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1518

1519
		if ( ! material.isShaderMaterial &&
1520 1521
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1522

T
tschw 已提交
1523
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1524
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1525
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1526 1527 1528

		}

1529
		materialProperties.fog = fog;
1530

1531
		// store the light setup it was created for
M
Mr.doob 已提交
1532
		if ( lightsHash === undefined ) {
1533

M
Mr.doob 已提交
1534
			materialProperties.lightsHash = lightsHash = {};
1535 1536 1537

		}

M
Mr.doob 已提交
1538 1539 1540 1541 1542 1543 1544
		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;
1545

M
Mr.doob 已提交
1546
		if ( material.lights ) {
1547 1548 1549

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

1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562
			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;
1563
			// TODO (abelnation): add area lights shadow info to uniforms
1564

1565 1566
		}

T
tschw 已提交
1567 1568
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1569
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1570

T
tschw 已提交
1571
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1572

M
Mr.doob 已提交
1573
	}
M
Mr.doob 已提交
1574

1575
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1576 1577 1578

		_usedTextureUnits = 0;

1579
		var materialProperties = properties.get( material );
1580
		var lights = currentRenderState.state.lights;
1581

M
Mr.doob 已提交
1582 1583 1584
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1585 1586 1587 1588 1589
		if ( _clippingEnabled ) {

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

				var useCache =
1590 1591
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1592 1593 1594 1595

				// 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
1596
				_clipping.setState(
1597 1598
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1599 1600 1601 1602 1603

			}

		}

1604
		if ( material.needsUpdate === false ) {
1605

1606
			if ( materialProperties.program === undefined ) {
1607

1608
				material.needsUpdate = true;
1609

1610
			} else if ( material.fog && materialProperties.fog !== fog ) {
1611

M
Mr.doob 已提交
1612
				material.needsUpdate = true;
1613

M
Mr.doob 已提交
1614 1615 1616 1617 1618 1619 1620
			} 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 ) ) {
1621

1622
				material.needsUpdate = true;
1623

1624
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1625
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1626
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1627 1628 1629

				material.needsUpdate = true;

1630
			}
1631 1632 1633 1634

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1635

1636
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1637 1638 1639 1640
			material.needsUpdate = false;

		}

1641
		var refreshProgram = false;
M
Mr.doob 已提交
1642
		var refreshMaterial = false;
1643
		var refreshLights = false;
M
Mr.doob 已提交
1644

1645
		var program = materialProperties.program,
1646
			p_uniforms = program.getUniforms(),
1647
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1648

1649
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1650

1651
			refreshProgram = true;
M
Mr.doob 已提交
1652
			refreshMaterial = true;
1653
			refreshLights = true;
M
Mr.doob 已提交
1654 1655 1656 1657 1658 1659

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1660

M
Mr.doob 已提交
1661 1662 1663 1664
			refreshMaterial = true;

		}

1665
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1666

M
Mr.doob 已提交
1667
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1668

G
gero3 已提交
1669
			if ( capabilities.logarithmicDepthBuffer ) {
1670

T
tschw 已提交
1671
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1672
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1673 1674 1675

			}

1676
			if ( _currentCamera !== camera ) {
1677

1678
				_currentCamera = camera;
1679 1680 1681 1682 1683 1684

				// 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
1685
				refreshLights = true;		// remains set until update done
1686 1687

			}
M
Mr.doob 已提交
1688

1689 1690 1691
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1692
			if ( material.isShaderMaterial ||
1693 1694 1695
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1696

T
tschw 已提交
1697 1698 1699
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1700

T
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1701
					uCamPos.setValue( _gl,
1702
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1703 1704 1705 1706 1707

				}

			}

1708
			if ( material.isMeshPhongMaterial ||
1709 1710 1711 1712
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1713
				material.skinning ) {
1714

T
tschw 已提交
1715
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1716 1717 1718

			}

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1719 1720 1721 1722 1723 1724
		}

		// 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

1725
		if ( material.skinning ) {
M
Mr.doob 已提交
1726

T
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1727 1728
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1729

T
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1730
			var skeleton = object.skeleton;
1731

T
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1732
			if ( skeleton ) {
1733

1734 1735
				var bones = skeleton.bones;

1736
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1737

1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748
					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
1749
						size = _Math.ceilPowerOfTwo( size );
1750 1751 1752 1753 1754 1755
						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 );
1756
						boneTexture.needsUpdate = true;
1757 1758 1759 1760 1761 1762 1763

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

					}

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1764 1765
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1766

T
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1767
				} else {
M
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1768

T
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1769
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1770 1771 1772 1773 1774 1775 1776 1777 1778

				}

			}

		}

		if ( refreshMaterial ) {

1779 1780 1781
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
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1782
			if ( material.lights ) {
M
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1783

1784
				// the current material requires lighting info
M
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1785

T
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1786 1787 1788 1789 1790 1791
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1792

T
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1793
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1794

T
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1795
			}
G
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1796

T
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1797
			// refresh uniforms common to several materials
G
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1798

T
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1799
			if ( fog && material.fog ) {
G
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1800

T
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1801
				refreshUniformsFog( m_uniforms, fog );
M
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1802 1803 1804

			}

1805
			if ( material.isMeshBasicMaterial ) {
M
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1806 1807 1808

				refreshUniformsCommon( m_uniforms, material );

1809
			} else if ( material.isMeshLambertMaterial ) {
M
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1810

1811 1812
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1813

1814
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1815

1816
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1817

1818
				if ( material.isMeshToonMaterial ) {
M
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1819

1820
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1821

1822
				} else {
1823

1824
					refreshUniformsPhong( m_uniforms, material );
1825

1826
				}
T
Takahiro 已提交
1827

1828
			} else if ( material.isMeshStandardMaterial ) {
T
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1829

1830
				refreshUniformsCommon( m_uniforms, material );
1831

1832
				if ( material.isMeshPhysicalMaterial ) {
1833

1834
					refreshUniformsPhysical( m_uniforms, material );
W
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1835

1836
				} else {
W
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1837

1838
					refreshUniformsStandard( m_uniforms, material );
W
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1839

1840
				}
W
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1841

W
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1842 1843 1844 1845 1846 1847
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1848
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1849

1850
				refreshUniformsCommon( m_uniforms, material );
W
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1851
				refreshUniformsDepth( m_uniforms, material );
1852

W
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1853
			} else if ( material.isMeshDistanceMaterial ) {
1854

1855
				refreshUniformsCommon( m_uniforms, material );
W
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1856
				refreshUniformsDistance( m_uniforms, material );
1857

1858
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1859

1860
				refreshUniformsCommon( m_uniforms, material );
1861
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1862

1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1877 1878 1879 1880
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1881 1882 1883 1884 1885
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1886 1887
			}

M
Mr.doob 已提交
1888 1889 1890
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1891 1892
			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
1893

1894
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1895 1896 1897

		}

1898 1899 1900 1901 1902 1903
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1904

1905 1906 1907 1908 1909 1910
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1911
		// common matrices
M
Mr.doob 已提交
1912

M
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1913 1914
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1915
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1916

T
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1917
		return program;
A
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1918 1919 1920

	}

M
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1921 1922
	// Uniforms (refresh uniforms objects)

M
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1923
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1924 1925 1926

		uniforms.opacity.value = material.opacity;

1927 1928 1929 1930 1931
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1932

1933
		if ( material.emissive ) {
M
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1934

1935
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1936 1937 1938

		}

1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964
		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
1965
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1966 1967 1968 1969

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

1970
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1971

1972
		}
M
Mr.doob 已提交
1973

1974 1975 1976 1977 1978 1979 1980
		if ( material.lightMap ) {

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

		}

1981
		if ( material.aoMap ) {
1982

1983 1984
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1985 1986 1987

		}

M
Mr.doob 已提交
1988
		// uv repeat and offset setting priorities
M
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1989 1990 1991 1992 1993
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1994
		// 6. emissive map
M
Mr.doob 已提交
1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2006 2007 2008 2009
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2010 2011 2012 2013 2014 2015 2016 2017
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2018 2019 2020 2021 2022 2023 2024 2025
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2026 2027 2028 2029
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2030 2031 2032 2033
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2034 2035 2036 2037
		}

		if ( uvScaleMap !== undefined ) {

2038
			// backwards compatibility
2039
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2040 2041 2042 2043 2044

				uvScaleMap = uvScaleMap.texture;

			}

W
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2045
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2046

W
WestLangley 已提交
2047
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2048

W
WestLangley 已提交
2049
			}
2050

2051
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2052 2053 2054

		}

M
Mr.doob 已提交
2055
	}
M
Mr.doob 已提交
2056

M
Mr.doob 已提交
2057
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2058 2059 2060 2061

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

M
Mr.doob 已提交
2062
	}
M
Mr.doob 已提交
2063

M
Mr.doob 已提交
2064
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2065 2066 2067 2068 2069

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

M
Mr.doob 已提交
2070
	}
M
Mr.doob 已提交
2071

M
Mr.doob 已提交
2072
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2073

2074
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2075
		uniforms.opacity.value = material.opacity;
2076
		uniforms.size.value = material.size * _pixelRatio;
2077
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2078 2079 2080

		uniforms.map.value = material.map;

2081 2082
		if ( material.map !== null ) {

W
WestLangley 已提交
2083
			if ( material.map.matrixAutoUpdate === true ) {
2084

W
WestLangley 已提交
2085
				material.map.updateMatrix();
W
WestLangley 已提交
2086 2087

			}
2088

2089
			uniforms.uvTransform.value.copy( material.map.matrix );
2090 2091 2092

		}

2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113
	}

	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
2114
	}
M
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2115

M
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2116
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2117 2118 2119

		uniforms.fogColor.value = fog.color;

2120
		if ( fog.isFog ) {
M
Mr.doob 已提交
2121 2122 2123 2124

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

2125
		} else if ( fog.isFogExp2 ) {
M
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2126 2127 2128 2129 2130

			uniforms.fogDensity.value = fog.density;

		}

M
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2131
	}
M
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2132

M
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2133
	function refreshUniformsLambert( uniforms, material ) {
2134 2135 2136 2137 2138 2139 2140 2141 2142

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

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

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

2148
		if ( material.emissiveMap ) {
2149

2150
			uniforms.emissiveMap.value = material.emissiveMap;
2151

2152
		}
M
Mr.doob 已提交
2153

2154 2155 2156 2157
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2158
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2159

2160
		}
M
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2161

2162 2163 2164 2165
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2166
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2167 2168

		}
M
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2169

2170 2171 2172 2173 2174
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2175

2176
		}
2177

T
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2178 2179 2180 2181 2182 2183
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
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2184
		if ( material.gradientMap ) {
T
Takahiro 已提交
2185

T
Takahiro 已提交
2186
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2187 2188 2189

		}

2190 2191
	}

M
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2192
	function refreshUniformsStandard( uniforms, material ) {
W
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2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218

		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;
2219
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2220 2221 2222 2223 2224 2225 2226

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2227
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247

		}

		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;

		}

	}

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2248
	function refreshUniformsPhysical( uniforms, material ) {
W
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2249

2250 2251 2252 2253
		refreshUniformsStandard( uniforms, material );

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

2254 2255 2256
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2257 2258
	}

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2259 2260 2261 2262 2263 2264 2265 2266 2267 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
	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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2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320
	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;

	}

2321 2322 2323 2324 2325 2326
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2327
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2328 2329 2330 2331 2332 2333 2334

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2335
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348

		}

		if ( material.displacementMap ) {

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

		}

	}

2349 2350
	// 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
2351
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2352

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2353
		uniforms.ambientLightColor.needsUpdate = value;
2354

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2355 2356 2357
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2358
		uniforms.rectAreaLights.needsUpdate = value;
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2359
		uniforms.hemisphereLights.needsUpdate = value;
2360

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2361
	}
2362

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2363 2364
	// Textures

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2365 2366 2367 2368 2369 2370
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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Mugen87 已提交
2371
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2372 2373 2374 2375 2376 2377 2378 2379 2380

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2381
	this.allocTextureUnit = allocTextureUnit;
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2382

2383
	// this.setTexture2D = setTexture2D;
M
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2384
	this.setTexture2D = ( function () {
T
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2385

2386
		var warned = false;
T
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2387

2388
		// backwards compatibility: peel texture.texture
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2389
		return function setTexture2D( texture, slot ) {
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2390

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2391
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2392

2393
				if ( ! warned ) {
T
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2394

2395 2396
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2397

2398
				}
T
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2399

2400
				texture = texture.texture;
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2401

2402
			}
T
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2403

2404
			textures.setTexture2D( texture, slot );
T
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2405

2406
		};
T
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2407

2408
	}() );
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2409

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2410
	this.setTexture3D = ( function () {
A
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2411

A
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2412 2413
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
A
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2414

A
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2415 2416 2417 2418 2419
			textures.setTexture3D( texture, slot );

		};

	}() );
A
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2420

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2421
	this.setTexture = ( function () {
2422 2423 2424

		var warned = false;

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2425
		return function setTexture( texture, slot ) {
2426 2427 2428 2429 2430 2431 2432 2433

			if ( ! warned ) {

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

			}

2434
			textures.setTexture2D( texture, slot );
2435 2436 2437 2438 2439

		};

	}() );

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Mr.doob 已提交
2440
	this.setTextureCube = ( function () {
2441 2442 2443

		var warned = false;

W
WestLangley 已提交
2444
		return function setTextureCube( texture, slot ) {
2445 2446

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2447
			if ( texture && texture.isWebGLRenderTargetCube ) {
2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461

				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
2462
			if ( ( texture && texture.isCubeTexture ) ||
2463
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2464 2465 2466 2467

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2468
				textures.setTextureCube( texture, slot );
2469 2470 2471 2472 2473

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2474
				textures.setTextureCubeDynamic( texture, slot );
2475 2476 2477 2478 2479 2480

			}

		};

	}() );
T
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2481

2482 2483 2484 2485 2486 2487 2488 2489
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2490
	this.getRenderTarget = function () {
2491 2492 2493

		return _currentRenderTarget;

M
Michael Herzog 已提交
2494
	};
2495

2496
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2497

2498 2499
		_currentRenderTarget = renderTarget;

2500
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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Mr.doob 已提交
2501

2502
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2503 2504 2505

		}

2506
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2507
		var isCube = false;
M
Mr.doob 已提交
2508 2509 2510

		if ( renderTarget ) {

M
Mr.doob 已提交
2511
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2512

M
Mr.doob 已提交
2513
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2514

M
Mr.doob 已提交
2515
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2516
				isCube = true;
M
Mr.doob 已提交
2517

2518 2519 2520 2521
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2522 2523
			} else {

M
Mr.doob 已提交
2524
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2525 2526 2527

			}

M
Mr.doob 已提交
2528
			_currentViewport.copy( renderTarget.viewport );
2529 2530
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2531

M
Mr.doob 已提交
2532 2533
		} else {

M
Mr.doob 已提交
2534
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2535
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2536
			_currentScissorTest = _scissorTest;
2537

M
Mr.doob 已提交
2538 2539
		}

M
Mr.doob 已提交
2540
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2541 2542 2543 2544 2545 2546

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

		}

M
Mr.doob 已提交
2547
		state.viewport( _currentViewport );
2548 2549
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2550

M
Mr.doob 已提交
2551 2552 2553
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2554
			_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
2555 2556 2557

		}

M
Mr.doob 已提交
2558 2559
	};

M
Mr.doob 已提交
2560
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2561

0
06wj 已提交
2562
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2563

2564
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2565
			return;
2566

G
gero3 已提交
2567
		}
2568

M
Mr.doob 已提交
2569
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2570

M
Mr.doob 已提交
2571
		if ( framebuffer ) {
2572

G
gero3 已提交
2573
			var restore = false;
2574

M
Mr.doob 已提交
2575
			if ( framebuffer !== _currentFramebuffer ) {
2576

M
Mr.doob 已提交
2577
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2578

G
gero3 已提交
2579
				restore = true;
2580

G
gero3 已提交
2581
			}
2582

M
Mr.doob 已提交
2583
			try {
2584

M
Mr.doob 已提交
2585
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2586 2587
				var textureFormat = texture.format;
				var textureType = texture.type;
2588

2589
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2590

M
Mr.doob 已提交
2591 2592
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2593

M
Mr.doob 已提交
2594
				}
2595

2596
				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
2597 2598
					! ( 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' ) ) ) ) {
2599

M
Mr.doob 已提交
2600 2601
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2602

M
Mr.doob 已提交
2603
				}
2604

M
Mr.doob 已提交
2605
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2606

2607 2608
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2609
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2610

2611
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2612 2613

					}
2614

M
Mr.doob 已提交
2615
				} else {
M
Mr.doob 已提交
2616

M
Mr.doob 已提交
2617 2618 2619
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2620

M
Mr.doob 已提交
2621
			} finally {
M
Mr.doob 已提交
2622

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

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2626

M
Mr.doob 已提交
2627 2628 2629
				}

			}
M
Mr.doob 已提交
2630 2631 2632

		}

M
Mr.doob 已提交
2633 2634
	};

2635
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2636 2637 2638

		var width = texture.image.width;
		var height = texture.image.height;
2639
		var glFormat = utils.convert( texture.format );
2640 2641 2642

		this.setTexture2D( texture, 0 );

2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655
		_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 );

2656 2657 2658 2659 2660 2661 2662 2663 2664
		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 );

		}
2665 2666 2667

	};

M
Mr.doob 已提交
2668
}
R
Rich Harris 已提交
2669

T
Tristan VALCKE 已提交
2670

2671
export { WebGLRenderer };