WebGLRenderer.js 62.7 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
		_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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		throw error;
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	}

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

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

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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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 ( target ) {
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		if ( target === undefined ) {

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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

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	this.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 );
M
Mr.doob 已提交
620 621 622 623 624

		} );

	}

M
Mugen87 已提交
625
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
626

627
		state.initAttributes();
628

629
		var buffers = properties.get( object );
630

631 632 633 634
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
635

636
		var programAttributes = program.getAttributes();
637

M
Mr.doob 已提交
638 639
		if ( object.hasPositions ) {

640
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
641
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
642

643 644
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
645 646 647 648 649

		}

		if ( object.hasNormals ) {

650
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
651
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
652

653 654
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
655 656 657

		}

658
		if ( object.hasUvs ) {
M
Mr.doob 已提交
659

660
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
661
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
662

663
			state.enableAttribute( programAttributes.uv );
664
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
665 666 667

		}

668
		if ( object.hasColors ) {
M
Mr.doob 已提交
669

670
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
671
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
672

673 674
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
675 676 677

		}

678
		state.disableUnusedAttributes();
679

M
Mr.doob 已提交
680 681 682 683 684 685
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

686
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
687

688
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
689 690

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
691

M
Mr.doob 已提交
692
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
693

M
Mr.doob 已提交
694
		var updateBuffers = false;
M
Mr.doob 已提交
695

696 697 698
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
699

M
Mr.doob 已提交
700 701
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
702
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
703 704 705 706
			updateBuffers = true;

		}

707
		if ( object.morphTargetInfluences ) {
708

709
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
710 711 712 713 714

			updateBuffers = true;

		}

715 716
		//

717
		var index = geometry.index;
718
		var position = geometry.attributes.position;
719
		var rangeFactor = 1;
720

721 722
		if ( material.wireframe === true ) {

723
			index = geometries.getWireframeAttribute( geometry );
724
			rangeFactor = 2;
725 726 727

		}

M
Mr.doob 已提交
728
		var attribute;
M
Mr.doob 已提交
729
		var renderer = bufferRenderer;
730

731
		if ( index !== null ) {
732

M
Mr.doob 已提交
733
			attribute = attributes.get( index );
734

735
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
736
			renderer.setIndex( attribute );
737

738
		}
M
Mr.doob 已提交
739

740
		if ( updateBuffers ) {
M
Mr.doob 已提交
741

742
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
743

744
			if ( index !== null ) {
745

M
Mr.doob 已提交
746
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
747 748 749

			}

750
		}
751

752 753
		//

754
		var dataCount = Infinity;
755

M
Mr.doob 已提交
756
		if ( index !== null ) {
757

M
Mr.doob 已提交
758
			dataCount = index.count;
759

M
Mr.doob 已提交
760
		} else if ( position !== undefined ) {
761

M
Mr.doob 已提交
762
			dataCount = position.count;
763

M
Mr.doob 已提交
764
		}
765

M
Mr.doob 已提交
766 767
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
768

M
Mr.doob 已提交
769 770
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
771

M
Mr.doob 已提交
772
		var drawStart = Math.max( rangeStart, groupStart );
773
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
774 775 776

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

777 778
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
779
		//
780

781
		if ( object.isMesh ) {
782

783
			if ( material.wireframe === true ) {
784

785
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
786
				renderer.setMode( _gl.LINES );
787

788
			} else {
M
Mr.doob 已提交
789 790

				switch ( object.drawMode ) {
791

R
Rich Harris 已提交
792
					case TrianglesDrawMode:
B
Ben Adams 已提交
793 794 795
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
796
					case TriangleStripDrawMode:
B
Ben Adams 已提交
797 798 799
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
800
					case TriangleFanDrawMode:
B
Ben Adams 已提交
801 802 803 804
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
805

806
			}
807

808

809
		} else if ( object.isLine ) {
810

811
			var lineWidth = material.linewidth;
812

813
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
814

815
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
816

817
			if ( object.isLineSegments ) {
818

819
				renderer.setMode( _gl.LINES );
820

821 822 823 824
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

825
			} else {
826

827
				renderer.setMode( _gl.LINE_STRIP );
828 829

			}
M
Mr.doob 已提交
830

831
		} else if ( object.isPoints ) {
832 833

			renderer.setMode( _gl.POINTS );
834

835 836 837 838
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

839
		}
840

T
Takahiro 已提交
841
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
842 843 844

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
845
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
846

J
jfranc 已提交
847
			}
848 849 850

		} else {

M
Mr.doob 已提交
851
			renderer.render( drawStart, drawCount );
852

M
Mr.doob 已提交
853 854 855 856
		}

	};

857
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
858

A
Alex Goldring 已提交
859
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
860

861
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
862

863
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
864
				return;
B
Ben Adams 已提交
865

M
Mr.doob 已提交
866 867 868
			}

		}
B
Ben Adams 已提交
869

870 871
		state.initAttributes();

872
		var geometryAttributes = geometry.attributes;
873

874
		var programAttributes = program.getAttributes();
875

876
		var materialDefaultAttributeValues = material.defaultAttributeValues;
877

878
		for ( var name in programAttributes ) {
879

880
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
881

M
Mr.doob 已提交
882
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
883

884
				var geometryAttribute = geometryAttributes[ name ];
885

M
Mr.doob 已提交
886
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
887

888
					var normalized = geometryAttribute.normalized;
889
					var size = geometryAttribute.itemSize;
890

M
Mr.doob 已提交
891
					var attribute = attributes.get( geometryAttribute );
892

893 894 895 896
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
897 898 899
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
900

A
aardgoose 已提交
901
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
902

M
Mr.doob 已提交
903 904 905 906
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
907
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
908

909
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
							if ( geometry.maxInstancedCount === undefined ) {
912

D
dubejf 已提交
913
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
914

M
Mr.doob 已提交
915
							}
B
Ben Adams 已提交
916

M
Mr.doob 已提交
917
						} else {
B
Ben Adams 已提交
918

M
Mr.doob 已提交
919
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
920

M
Mr.doob 已提交
921
						}
B
Ben Adams 已提交
922

M
Mr.doob 已提交
923
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
924
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926
					} else {
B
Ben Adams 已提交
927

A
aardgoose 已提交
928
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
929

930
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
931

M
Mr.doob 已提交
932
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
933

D
dubejf 已提交
934
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
							}
B
Ben Adams 已提交
937

M
Mr.doob 已提交
938 939 940 941
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
942
						}
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
945
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
946

B
Ben Adams 已提交
947
					}
M
Mr.doob 已提交
948

949 950
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
951
					var value = materialDefaultAttributeValues[ name ];
952

953
					if ( value !== undefined ) {
M
Mr.doob 已提交
954

955
						switch ( value.length ) {
M
Mr.doob 已提交
956

957 958 959
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
960

961 962 963
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
964

965 966 967
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
968

969 970
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
971 972

						}
M
Mr.doob 已提交
973 974 975 976 977 978 979 980

					}

				}

			}

		}
981

982
		state.disableUnusedAttributes();
983

M
Mr.doob 已提交
984 985
	}

M
Mr.doob 已提交
986
	// Compile
M
Mr.doob 已提交
987

M
Mr.doob 已提交
988
	this.compile = function ( scene, camera ) {
989

M
Mr.doob 已提交
990
		currentRenderState = renderStates.get( scene, camera );
991
		currentRenderState.init();
992

M
Mr.doob 已提交
993
		scene.traverse( function ( object ) {
G
gero3 已提交
994 995

			if ( object.isLight ) {
M
Mr.doob 已提交
996

997
				currentRenderState.pushLight( object );
998 999 1000

				if ( object.castShadow ) {

1001
					currentRenderState.pushShadow( object );
1002 1003

				}
M
Mr.doob 已提交
1004

G
gero3 已提交
1005
			}
M
Mr.doob 已提交
1006 1007 1008

		} );

1009
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1010 1011 1012 1013 1014

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1015
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1016

G
gero3 已提交
1017
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1018 1019 1020

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

G
gero3 已提交
1021
					}
M
Mr.doob 已提交
1022

G
gero3 已提交
1023
				} else {
M
Mr.doob 已提交
1024 1025 1026

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

G
gero3 已提交
1027
				}
M
Mr.doob 已提交
1028

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

		} );
G
gero3 已提交
1032 1033

	};
1034

1035
	// Animation Loop
M
Mr.doob 已提交
1036

M
Mr.doob 已提交
1037
	var onAnimationFrameCallback = null;
1038

1039
	function onAnimationFrame( time ) {
1040

M
Mr.doob 已提交
1041
		if ( vr.isPresenting() ) return;
1042
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1043

1044
	}
1045

M
Mr.doob 已提交
1046 1047
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1048 1049

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1050

1051
	this.setAnimationLoop = function ( callback ) {
1052

M
Mr.doob 已提交
1053 1054
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1055

1056 1057
		animation.start();

1058 1059
	};

M
Mr.doob 已提交
1060 1061
	// Rendering

1062 1063
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1064
		var renderTarget, forceClear;
1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078

		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 ];

		}
1079

0
06wj 已提交
1080
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1081

1082
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1083 1084 1085 1086
			return;

		}

1087 1088
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1089 1090
		// reset caching for this frame

M
Mr.doob 已提交
1091 1092
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1093
		_currentGeometryProgram.wireframe = false;
1094
		_currentMaterialId = - 1;
1095
		_currentCamera = null;
M
Mr.doob 已提交
1096 1097 1098

		// update scene graph

1099
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1100 1101 1102

		// update camera matrices and frustum

1103
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1104

1105 1106 1107 1108 1109 1110
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1111 1112
		//

1113 1114
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1115

M
Marc-Sefan Cassola 已提交
1116
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1117

M
Mr.doob 已提交
1118 1119 1120
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1121
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1122
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1123

1124 1125 1126
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1127
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1128

M
Mr.doob 已提交
1129
		if ( _this.sortObjects === true ) {
1130

1131
			currentRenderList.sort();
M
Mr.doob 已提交
1132

1133 1134
		}

M
Mr.doob 已提交
1135
		//
M
Mr.doob 已提交
1136

T
tschw 已提交
1137
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1138

1139
		var shadowsArray = currentRenderState.state.shadowsArray;
1140

1141
		shadowMap.render( shadowsArray, scene, camera );
1142

1143
		currentRenderState.setupLights( camera );
1144

T
tschw 已提交
1145
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1146

M
Mr.doob 已提交
1147 1148
		//

A
Atrahasis 已提交
1149
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1150

1151
		if ( renderTarget !== undefined ) {
1152

1153
			this.setRenderTarget( renderTarget );
1154 1155 1156

		}

M
Mr.doob 已提交
1157 1158
		//

1159
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1160

1161
		// render scene
M
Mr.doob 已提交
1162

1163 1164 1165
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1166 1167
		if ( scene.overrideMaterial ) {

1168
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1169

M
Mr.doob 已提交
1170 1171
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1172

M
Mr.doob 已提交
1173 1174
		} else {

1175 1176
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1177
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1178 1179 1180

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

M
Mr.doob 已提交
1181
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1182

1183
		}
M
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1184

1185
		//
M
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1186

M
Marc-Sefan Cassola 已提交
1187
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1188

1189 1190
			// Generate mipmap if we're using any kind of mipmap filtering

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

M
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1193
			// resolve multisample renderbuffers to a single-sample texture if necessary
1194

1195
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1196

M
Mr.doob 已提交
1197 1198
		}

1199
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1200

1201 1202 1203
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1204

1205
		state.setPolygonOffset( false );
1206

1207
		scene.onAfterRender( _this, scene, camera );
1208

M
Mr.doob 已提交
1209
		if ( vr.enabled ) {
1210

1211
			vr.submitFrame();
1212

M
Mr.doob 已提交
1213
		}
M
Mr.doob 已提交
1214

M
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1215 1216
		// _gl.finish();

1217
		currentRenderList = null;
1218
		currentRenderState = null;
1219

M
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1220
	};
M
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1221

1222
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1223

1224
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1225

1226
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1227

1228
		if ( visible ) {
1229

1230 1231 1232 1233 1234
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1235

1236
				currentRenderState.pushLight( object );
1237 1238 1239

				if ( object.castShadow ) {

1240
					currentRenderState.pushShadow( object );
1241 1242

				}
M
Mr.doob 已提交
1243

1244
			} else if ( object.isSprite ) {
M
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1245

1246
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1247

1248 1249 1250 1251 1252 1253 1254 1255 1256 1257
					if ( sortObjects ) {

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

					}

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

1258
					currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
M
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1259

1260
				}
M
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1261

1262
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1263

1264
				if ( sortObjects ) {
M
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1265

1266 1267
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1268

1269
				}
M
Mr.doob 已提交
1270

1271
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1272

1273
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1274

1275
				if ( object.isSkinnedMesh ) {
1276

1277
					object.skeleton.update();
1278

1279
				}
1280

1281
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1282

1283 1284 1285 1286 1287 1288
					if ( sortObjects ) {

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

					}
1289

1290 1291
					var geometry = objects.update( object );
					var material = object.material;
1292

1293
					if ( Array.isArray( material ) ) {
1294

1295
						var groups = geometry.groups;
1296

1297
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1298

1299 1300
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1301

1302
							if ( groupMaterial && groupMaterial.visible ) {
1303

1304
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1305 1306

							}
M
Mr.doob 已提交
1307

M
Mr.doob 已提交
1308
						}
M
Mr.doob 已提交
1309

1310
					} else if ( material.visible ) {
1311

1312
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1313

1314
					}
M
Mr.doob 已提交
1315

1316
				}
M
Mr.doob 已提交
1317

1318
			}
M
Mr.doob 已提交
1319

M
Mr.doob 已提交
1320
		}
M
Mr.doob 已提交
1321

M
Mr.doob 已提交
1322
		var children = object.children;
M
Mr.doob 已提交
1323

M
Mr.doob 已提交
1324 1325
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1326
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1327

1328
		}
1329

1330
	}
M
Mr.doob 已提交
1331

1332
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1333

M
Mr.doob 已提交
1334
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1335

1336
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1337

1338
			var object = renderItem.object;
M
Mr.doob 已提交
1339 1340 1341
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1342

M
Mr.doob 已提交
1343
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1344

1345 1346
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1347
				var cameras = camera.cameras;
M
Mr.doob 已提交
1348

M
Mr.doob 已提交
1349
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1352

1353
					if ( object.layers.test( camera2.layers ) ) {
1354

M
Mr.doob 已提交
1355 1356 1357 1358 1359 1360 1361
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1362

M
Mr.doob 已提交
1363 1364 1365 1366
							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
1367

M
Mr.doob 已提交
1368 1369 1370
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1371

1372 1373
						currentRenderState.setupLights( camera2 );

1374 1375 1376
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1377

M
Mr.doob 已提交
1378
				}
1379

M
Mr.doob 已提交
1380
			} else {
M
Mr.doob 已提交
1381

1382 1383
				_currentArrayCamera = null;

M
Mr.doob 已提交
1384
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1385

M
Mr.doob 已提交
1386
			}
M
Mr.doob 已提交
1387

1388
		}
M
Mr.doob 已提交
1389

1390
	}
G
gero3 已提交
1391

M
Mr.doob 已提交
1392 1393
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1394
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1395
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1396

M
Mr.doob 已提交
1397 1398 1399 1400 1401
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1402
			state.setMaterial( material );
M
Mr.doob 已提交
1403 1404 1405

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

M
Mr.doob 已提交
1406 1407
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1408
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1409

M
Mr.doob 已提交
1410
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1411 1412 1413

		} else {

M
Mugen87 已提交
1414
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1415 1416 1417

		}

M
Mr.doob 已提交
1418
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1419
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1420

M
Mr.doob 已提交
1421 1422
	}

1423
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1424

1425
		var materialProperties = properties.get( material );
G
gero3 已提交
1426

1427 1428
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1429

M
Mr.doob 已提交
1430 1431 1432
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1433
		var parameters = programCache.getParameters(
1434
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1435

G
gero3 已提交
1436
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1437

1438
		var program = materialProperties.program;
T
tschw 已提交
1439
		var programChange = true;
1440

1441
		if ( program === undefined ) {
B
Ben Adams 已提交
1442

M
Mr.doob 已提交
1443 1444
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1445

1446
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1447

M
Mr.doob 已提交
1448
			// changed glsl or parameters
1449
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1450

M
Mr.doob 已提交
1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465
		} 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;
1466 1467 1468

			programChange = false;

G
gero3 已提交
1469
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1470

T
tschw 已提交
1471
			// same glsl and uniform list
T
tschw 已提交
1472 1473
			return;

T
tschw 已提交
1474
		} else {
B
Ben Adams 已提交
1475

T
tschw 已提交
1476 1477
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1478 1479 1480

		}

1481
		if ( programChange ) {
B
Ben Adams 已提交
1482

1483
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1484

R
Rich Harris 已提交
1485
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1486

1487
				materialProperties.shader = {
1488
					name: material.type,
M
Mr.doob 已提交
1489
					uniforms: cloneUniforms( shader.uniforms ),
1490
					vertexShader: shader.vertexShader,
1491
					fragmentShader: shader.fragmentShader
1492
				};
B
Ben Adams 已提交
1493

1494
			} else {
B
Ben Adams 已提交
1495

1496
				materialProperties.shader = {
1497 1498 1499
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1500
					fragmentShader: material.fragmentShader
1501
				};
G
gero3 已提交
1502

1503
			}
G
gero3 已提交
1504

1505
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1506

1507
			// Computing code again as onBeforeCompile may have changed the shaders
1508 1509
			code = programCache.getProgramCode( material, parameters );

1510
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1511

1512 1513
			materialProperties.program = program;
			material.program = program;
1514 1515 1516

		}

1517
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1518 1519 1520 1521 1522

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1523
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1524

1525
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1539
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1540

1541
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1542 1543 1544 1545 1546 1547 1548 1549 1550

					material.numSupportedMorphNormals ++;

				}

			}

		}

1551
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1552

1553
		if ( ! material.isShaderMaterial &&
1554 1555
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1556

T
tschw 已提交
1557
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1558
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1559
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1560 1561 1562

		}

1563
		materialProperties.fog = fog;
1564

1565
		// store the light setup it was created for
M
Mr.doob 已提交
1566
		if ( lightsHash === undefined ) {
1567

M
Mr.doob 已提交
1568
			materialProperties.lightsHash = lightsHash = {};
1569 1570 1571

		}

M
Mr.doob 已提交
1572 1573 1574 1575 1576 1577 1578
		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;
1579

M
Mr.doob 已提交
1580
		if ( material.lights ) {
1581 1582 1583

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

1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596
			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;
1597
			// TODO (abelnation): add area lights shadow info to uniforms
1598

1599 1600
		}

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

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

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

1609
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1610 1611 1612

		_usedTextureUnits = 0;

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

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

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

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

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

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

			}

		}

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

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

1642
				material.needsUpdate = true;
1643

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

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

M
Mr.doob 已提交
1648 1649 1650 1651 1652 1653 1654
			} 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 ) ) {
1655

1656
				material.needsUpdate = true;
1657

1658
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1659
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1660
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1661 1662 1663

				material.needsUpdate = true;

1664
			}
1665 1666 1667 1668

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1669

1670
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1671 1672 1673 1674
			material.needsUpdate = false;

		}

1675
		var refreshProgram = false;
M
Mr.doob 已提交
1676
		var refreshMaterial = false;
1677
		var refreshLights = false;
M
Mr.doob 已提交
1678

1679
		var program = materialProperties.program,
1680
			p_uniforms = program.getUniforms(),
1681
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1682

1683
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1684

1685
			refreshProgram = true;
M
Mr.doob 已提交
1686
			refreshMaterial = true;
1687
			refreshLights = true;
M
Mr.doob 已提交
1688 1689 1690 1691 1692 1693

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1694

M
Mr.doob 已提交
1695 1696 1697 1698
			refreshMaterial = true;

		}

1699
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1700

M
Mr.doob 已提交
1701
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1702

G
gero3 已提交
1703
			if ( capabilities.logarithmicDepthBuffer ) {
1704

T
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1705
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1706
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1707 1708 1709

			}

1710
			if ( _currentCamera !== camera ) {
1711

1712
				_currentCamera = camera;
1713 1714 1715 1716 1717 1718

				// 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
1719
				refreshLights = true;		// remains set until update done
1720 1721

			}
M
Mr.doob 已提交
1722

1723 1724 1725
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1726
			if ( material.isShaderMaterial ||
1727 1728 1729
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1730

T
tschw 已提交
1731 1732 1733
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1734

T
tschw 已提交
1735
					uCamPos.setValue( _gl,
1736
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1737 1738 1739 1740 1741

				}

			}

1742
			if ( material.isMeshPhongMaterial ||
1743 1744 1745 1746
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1747
				material.skinning ) {
1748

T
tschw 已提交
1749
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1750 1751 1752

			}

M
Mr.doob 已提交
1753 1754 1755 1756 1757 1758
		}

		// 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

1759
		if ( material.skinning ) {
M
Mr.doob 已提交
1760

T
tschw 已提交
1761 1762
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1763

T
tschw 已提交
1764
			var skeleton = object.skeleton;
1765

T
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1766
			if ( skeleton ) {
1767

1768 1769
				var bones = skeleton.bones;

1770
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1771

1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782
					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
1783
						size = _Math.ceilPowerOfTwo( size );
1784 1785 1786 1787 1788 1789
						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 );
1790
						boneTexture.needsUpdate = true;
1791 1792 1793 1794 1795 1796 1797

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

					}

M
Mr.doob 已提交
1798 1799
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1800

T
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1801
				} else {
M
Mr.doob 已提交
1802

T
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1803
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1804 1805 1806 1807 1808 1809 1810 1811 1812

				}

			}

		}

		if ( refreshMaterial ) {

1813 1814 1815
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1816
			if ( material.lights ) {
M
Mr.doob 已提交
1817

1818
				// the current material requires lighting info
M
Mr.doob 已提交
1819

T
tschw 已提交
1820 1821 1822 1823 1824 1825
				// 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
1826

T
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1827
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1828

T
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1829
			}
G
gero3 已提交
1830

T
tschw 已提交
1831
			// refresh uniforms common to several materials
G
gero3 已提交
1832

T
tschw 已提交
1833
			if ( fog && material.fog ) {
G
gero3 已提交
1834

T
tschw 已提交
1835
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1836 1837 1838

			}

1839
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1840 1841 1842

				refreshUniformsCommon( m_uniforms, material );

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

1845 1846
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1847

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

1850
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1851

1852
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1853

1854
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1855

1856
				} else {
1857

1858
					refreshUniformsPhong( m_uniforms, material );
1859

1860
				}
T
Takahiro 已提交
1861

1862
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1863

1864
				refreshUniformsCommon( m_uniforms, material );
1865

1866
				if ( material.isMeshPhysicalMaterial ) {
1867

1868
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1869

1870
				} else {
W
WestLangley 已提交
1871

1872
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1873

1874
				}
W
WestLangley 已提交
1875

W
WestLangley 已提交
1876 1877 1878 1879 1880 1881
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1882
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1883

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

W
WestLangley 已提交
1887
			} else if ( material.isMeshDistanceMaterial ) {
1888

1889
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1890
				refreshUniformsDistance( m_uniforms, material );
1891

1892
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1893

1894
				refreshUniformsCommon( m_uniforms, material );
1895
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1896

1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1911 1912 1913 1914
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1915 1916 1917 1918 1919
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1920 1921
			}

M
Mr.doob 已提交
1922 1923 1924
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1925 1926
			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
1927

1928
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1929 1930 1931

		}

1932 1933 1934 1935 1936 1937
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1938

1939 1940 1941 1942 1943 1944
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1945
		// common matrices
M
Mr.doob 已提交
1946

M
Mr.doob 已提交
1947 1948
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1949
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1950

T
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1951
		return program;
A
arose 已提交
1952 1953 1954

	}

M
Mr.doob 已提交
1955 1956
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1957
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1958 1959 1960

		uniforms.opacity.value = material.opacity;

1961 1962 1963 1964 1965
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1966

1967
		if ( material.emissive ) {
M
Mr.doob 已提交
1968

1969
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1970 1971 1972

		}

1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998
		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
1999
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2000 2001 2002 2003

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

2004
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2005

2006
		}
M
Mr.doob 已提交
2007

2008 2009 2010 2011 2012 2013 2014
		if ( material.lightMap ) {

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

		}

2015
		if ( material.aoMap ) {
2016

2017 2018
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2019 2020 2021

		}

M
Mr.doob 已提交
2022
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2023 2024 2025 2026 2027
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2028
		// 6. emissive map
M
Mr.doob 已提交
2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2040 2041 2042 2043
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2044 2045 2046 2047 2048 2049 2050 2051
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2052 2053 2054 2055 2056 2057 2058 2059
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2060 2061 2062 2063
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2064 2065 2066 2067
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2068 2069 2070 2071
		}

		if ( uvScaleMap !== undefined ) {

2072
			// backwards compatibility
2073
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2074 2075 2076 2077 2078

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2079
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2080

W
WestLangley 已提交
2081
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2082

W
WestLangley 已提交
2083
			}
2084

2085
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2086 2087 2088

		}

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

M
Mr.doob 已提交
2091
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2092 2093 2094 2095

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

M
Mr.doob 已提交
2096
	}
M
Mr.doob 已提交
2097

M
Mr.doob 已提交
2098
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2099 2100 2101 2102 2103

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

M
Mr.doob 已提交
2104
	}
M
Mr.doob 已提交
2105

M
Mr.doob 已提交
2106
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2107

2108
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2109
		uniforms.opacity.value = material.opacity;
2110
		uniforms.size.value = material.size * _pixelRatio;
2111
		uniforms.scale.value = _height * 0.5;
M
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2112 2113 2114

		uniforms.map.value = material.map;

2115 2116
		if ( material.map !== null ) {

W
WestLangley 已提交
2117
			if ( material.map.matrixAutoUpdate === true ) {
2118

W
WestLangley 已提交
2119
				material.map.updateMatrix();
W
WestLangley 已提交
2120 2121

			}
2122

2123
			uniforms.uvTransform.value.copy( material.map.matrix );
2124 2125 2126

		}

2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147
	}

	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
2148
	}
M
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2149

M
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2150
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2151 2152 2153

		uniforms.fogColor.value = fog.color;

2154
		if ( fog.isFog ) {
M
Mr.doob 已提交
2155 2156 2157 2158

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

2159
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2160 2161 2162 2163 2164

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2165
	}
M
Mr.doob 已提交
2166

M
Mr.doob 已提交
2167
	function refreshUniformsLambert( uniforms, material ) {
2168 2169 2170 2171 2172 2173 2174 2175 2176

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2177
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2178

2179
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2180
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2181

2182
		if ( material.emissiveMap ) {
2183

2184
			uniforms.emissiveMap.value = material.emissiveMap;
2185

2186
		}
M
Mr.doob 已提交
2187

2188 2189 2190 2191
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2192
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2193

2194
		}
M
Mr.doob 已提交
2195

2196 2197 2198 2199
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2200
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2201 2202

		}
M
Mr.doob 已提交
2203

2204 2205 2206 2207 2208
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2209

2210
		}
2211

T
Takahiro 已提交
2212 2213 2214 2215 2216 2217
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2218
		if ( material.gradientMap ) {
T
Takahiro 已提交
2219

T
Takahiro 已提交
2220
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2221 2222 2223

		}

2224 2225
	}

M
Mr.doob 已提交
2226
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252

		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;
2253
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2254 2255 2256 2257 2258 2259 2260

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2261
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2282
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2283

2284 2285 2286 2287
		refreshUniformsStandard( uniforms, material );

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

2288 2289 2290
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2291 2292
	}

W
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	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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	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;

	}

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	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
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			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2362 2363 2364 2365 2366 2367 2368

		}

		if ( material.normalMap ) {

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

		if ( material.displacementMap ) {

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

		}

	}

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

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
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		uniforms.ambientLightColor.needsUpdate = value;
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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
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		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
2394

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	}
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	// Textures

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	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2415
	this.allocTextureUnit = allocTextureUnit;
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2417
	// this.setTexture2D = setTexture2D;
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	this.setTexture2D = ( function () {
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2420
		var warned = false;
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2422
		// backwards compatibility: peel texture.texture
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		return function setTexture2D( texture, slot ) {
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			if ( texture && texture.isWebGLRenderTarget ) {
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2427
				if ( ! warned ) {
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2429 2430
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
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2432
				}
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2434
				texture = texture.texture;
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2436
			}
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2438
			textures.setTexture2D( texture, slot );
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2440
		};
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2442
	}() );
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	this.setTexture3D = ( function () {
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		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
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			textures.setTexture3D( texture, slot );

		};

	}() );
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	this.setTexture = ( function () {
2456 2457 2458

		var warned = false;

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		return function setTexture( texture, slot ) {
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			if ( ! warned ) {

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

			}

2468
			textures.setTexture2D( texture, slot );
2469 2470 2471 2472 2473

		};

	}() );

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	this.setTextureCube = ( function () {
2475 2476 2477

		var warned = false;

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		return function setTextureCube( texture, slot ) {
2479 2480

			// backwards compatibility: peel texture.texture
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			if ( texture && texture.isWebGLRenderTargetCube ) {
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				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
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			if ( ( texture && texture.isCubeTexture ) ||
2497
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
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				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2502
				textures.setTextureCube( texture, slot );
2503 2504 2505 2506 2507

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2508
				textures.setTextureCubeDynamic( texture, slot );
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			}

		};

	}() );
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2516 2517 2518 2519 2520 2521 2522 2523
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2524
	this.getRenderTarget = function () {
2525 2526 2527

		return _currentRenderTarget;

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	};
2529

2530
	this.setRenderTarget = function ( renderTarget ) {
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2532 2533
		_currentRenderTarget = renderTarget;

2534
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2536
			textures.setupRenderTarget( renderTarget );
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		}

2540
		var framebuffer = _framebuffer;
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		var isCube = false;
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		if ( renderTarget ) {

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			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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			if ( renderTarget.isWebGLRenderTargetCube ) {
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				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
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				isCube = true;
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2552 2553 2554 2555
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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				framebuffer = __webglFramebuffer;
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			}

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			_currentViewport.copy( renderTarget.viewport );
2563 2564
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2565

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		} else {

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			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2569
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2570
			_currentScissorTest = _scissorTest;
2571

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		}

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		if ( _currentFramebuffer !== framebuffer ) {
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			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_currentFramebuffer = framebuffer;

		}

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		state.viewport( _currentViewport );
2582 2583
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2584

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		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2588
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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		}

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	};

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	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2595

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		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2597

2598
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
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			return;
2600

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		}
2602

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2603
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2604

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		if ( framebuffer ) {
2606

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			var restore = false;
2608

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			if ( framebuffer !== _currentFramebuffer ) {
2610

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				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2612

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				restore = true;
2614

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2615
			}
2616

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			try {
2618

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				var texture = renderTarget.texture;
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				var textureFormat = texture.format;
				var textureType = texture.type;
2622

2623
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2624

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2625 2626
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2627

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2628
				}
2629

2630
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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					! ( 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' ) ) ) ) {
2633

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2634 2635
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2636

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2637
				}
2638

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2639
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2640

2641 2642
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2643
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2644

2645
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2646 2647

					}
2648

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2649
				} else {
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2650

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2651 2652 2653
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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2654

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2655
			} finally {
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2657 2658 2659
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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2660

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2661 2662 2663
				}

			}
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2664 2665 2666

		}

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2667 2668
	};

2669
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2670 2671 2672

		var width = texture.image.width;
		var height = texture.image.height;
2673
		var glFormat = utils.convert( texture.format );
2674 2675 2676

		this.setTexture2D( texture, 0 );

2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689
		_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 );

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		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 );

		}
2699 2700 2701

	};

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2702
}
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2705
export { WebGLRenderer };