WebGLRenderer.js 62.6 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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	}

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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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		_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 );
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		} );

	}

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	this.renderBufferImmediate = function ( object, program ) {
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Mr.doob 已提交
616

617
		state.initAttributes();
618

619
		var buffers = properties.get( object );
620

621 622 623 624
		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
625

626
		var programAttributes = program.getAttributes();
627

M
Mr.doob 已提交
628 629
		if ( object.hasPositions ) {

630
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
631
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
632

633 634
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
635 636 637 638 639

		}

		if ( object.hasNormals ) {

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

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

		}

648
		if ( object.hasUvs ) {
M
Mr.doob 已提交
649

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

653
			state.enableAttribute( programAttributes.uv );
654
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
655 656 657

		}

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

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

663 664
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
665 666 667

		}

668
		state.disableUnusedAttributes();
669

M
Mr.doob 已提交
670 671 672 673 674 675
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

676
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
677

678
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
679 680

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
681

M
Mr.doob 已提交
682
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
683

M
Mr.doob 已提交
684
		var updateBuffers = false;
M
Mr.doob 已提交
685

686 687 688
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
689

M
Mr.doob 已提交
690 691
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
692
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
693 694 695 696
			updateBuffers = true;

		}

697
		if ( object.morphTargetInfluences ) {
698

699
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
700 701 702 703 704

			updateBuffers = true;

		}

705 706
		//

707
		var index = geometry.index;
708
		var position = geometry.attributes.position;
709
		var rangeFactor = 1;
710

711 712
		if ( material.wireframe === true ) {

713
			index = geometries.getWireframeAttribute( geometry );
714
			rangeFactor = 2;
715 716 717

		}

M
Mr.doob 已提交
718
		var attribute;
M
Mr.doob 已提交
719
		var renderer = bufferRenderer;
720

721
		if ( index !== null ) {
722

M
Mr.doob 已提交
723
			attribute = attributes.get( index );
724

725
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
726
			renderer.setIndex( attribute );
727

728
		}
M
Mr.doob 已提交
729

730
		if ( updateBuffers ) {
M
Mr.doob 已提交
731

732
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
733

734
			if ( index !== null ) {
735

M
Mr.doob 已提交
736
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
737 738 739

			}

740
		}
741

742 743
		//

744
		var dataCount = Infinity;
745

M
Mr.doob 已提交
746
		if ( index !== null ) {
747

M
Mr.doob 已提交
748
			dataCount = index.count;
749

M
Mr.doob 已提交
750
		} else if ( position !== undefined ) {
751

M
Mr.doob 已提交
752
			dataCount = position.count;
753

M
Mr.doob 已提交
754
		}
755

M
Mr.doob 已提交
756 757
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
758

M
Mr.doob 已提交
759 760
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
761

M
Mr.doob 已提交
762
		var drawStart = Math.max( rangeStart, groupStart );
763
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
764 765 766

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

767 768
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
769
		//
770

771
		if ( object.isMesh ) {
772

773
			if ( material.wireframe === true ) {
774

775
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
776
				renderer.setMode( _gl.LINES );
777

778
			} else {
M
Mr.doob 已提交
779 780

				switch ( object.drawMode ) {
781

R
Rich Harris 已提交
782
					case TrianglesDrawMode:
B
Ben Adams 已提交
783 784 785
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
786
					case TriangleStripDrawMode:
B
Ben Adams 已提交
787 788 789
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
790
					case TriangleFanDrawMode:
B
Ben Adams 已提交
791 792 793 794
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
795

796
			}
797

798

799
		} else if ( object.isLine ) {
800

801
			var lineWidth = material.linewidth;
802

803
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
804

805
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
806

807
			if ( object.isLineSegments ) {
808

809
				renderer.setMode( _gl.LINES );
810

811 812 813 814
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

815
			} else {
816

817
				renderer.setMode( _gl.LINE_STRIP );
818 819

			}
M
Mr.doob 已提交
820

821
		} else if ( object.isPoints ) {
822 823

			renderer.setMode( _gl.POINTS );
824

825 826 827 828
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

829
		}
830

T
Takahiro 已提交
831
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
832 833 834

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
835
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
836

J
jfranc 已提交
837
			}
838 839 840

		} else {

M
Mr.doob 已提交
841
			renderer.render( drawStart, drawCount );
842

M
Mr.doob 已提交
843 844 845 846
		}

	};

847
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
848

A
Alex Goldring 已提交
849
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
850

851
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
852

853
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
854
				return;
B
Ben Adams 已提交
855

M
Mr.doob 已提交
856 857 858
			}

		}
B
Ben Adams 已提交
859

860 861
		state.initAttributes();

862
		var geometryAttributes = geometry.attributes;
863

864
		var programAttributes = program.getAttributes();
865

866
		var materialDefaultAttributeValues = material.defaultAttributeValues;
867

868
		for ( var name in programAttributes ) {
869

870
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
871

M
Mr.doob 已提交
872
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
873

874
				var geometryAttribute = geometryAttributes[ name ];
875

M
Mr.doob 已提交
876
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
877

878
					var normalized = geometryAttribute.normalized;
879
					var size = geometryAttribute.itemSize;
880

M
Mr.doob 已提交
881
					var attribute = attributes.get( geometryAttribute );
882

883 884 885 886
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
887 888 889
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
890

A
aardgoose 已提交
891
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
892

M
Mr.doob 已提交
893 894 895 896
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
897
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
898

899
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
							if ( geometry.maxInstancedCount === undefined ) {
902

D
dubejf 已提交
903
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
904

M
Mr.doob 已提交
905
							}
B
Ben Adams 已提交
906

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

M
Mr.doob 已提交
909
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
						}
B
Ben Adams 已提交
912

M
Mr.doob 已提交
913
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
914
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916
					} else {
B
Ben Adams 已提交
917

A
aardgoose 已提交
918
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
919

920
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
923

D
dubejf 已提交
924
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
925

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

M
Mr.doob 已提交
928 929 930 931
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
932
						}
B
Ben Adams 已提交
933

M
Mr.doob 已提交
934
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
935
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
936

B
Ben Adams 已提交
937
					}
M
Mr.doob 已提交
938

939 940
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
941
					var value = materialDefaultAttributeValues[ name ];
942

943
					if ( value !== undefined ) {
M
Mr.doob 已提交
944

945
						switch ( value.length ) {
M
Mr.doob 已提交
946

947 948 949
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
950

951 952 953
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
954

955 956 957
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
958

959 960
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
961 962

						}
M
Mr.doob 已提交
963 964 965 966 967 968 969 970

					}

				}

			}

		}
971

972
		state.disableUnusedAttributes();
973

M
Mr.doob 已提交
974 975
	}

M
Mr.doob 已提交
976
	// Compile
M
Mr.doob 已提交
977

M
Mr.doob 已提交
978
	this.compile = function ( scene, camera ) {
979

M
Mr.doob 已提交
980
		currentRenderState = renderStates.get( scene, camera );
981
		currentRenderState.init();
982

M
Mr.doob 已提交
983
		scene.traverse( function ( object ) {
G
gero3 已提交
984 985

			if ( object.isLight ) {
M
Mr.doob 已提交
986

987
				currentRenderState.pushLight( object );
988 989 990

				if ( object.castShadow ) {

991
					currentRenderState.pushShadow( object );
992 993

				}
M
Mr.doob 已提交
994

G
gero3 已提交
995
			}
M
Mr.doob 已提交
996 997 998

		} );

999
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1000 1001 1002 1003 1004

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1005
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1006

G
gero3 已提交
1007
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1008 1009 1010

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

G
gero3 已提交
1011
					}
M
Mr.doob 已提交
1012

G
gero3 已提交
1013
				} else {
M
Mr.doob 已提交
1014 1015 1016

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

G
gero3 已提交
1017
				}
M
Mr.doob 已提交
1018

G
gero3 已提交
1019
			}
M
Mr.doob 已提交
1020 1021

		} );
G
gero3 已提交
1022 1023

	};
1024

1025
	// Animation Loop
M
Mr.doob 已提交
1026

M
Mr.doob 已提交
1027
	var onAnimationFrameCallback = null;
1028

1029
	function onAnimationFrame( time ) {
1030

M
Mr.doob 已提交
1031
		if ( vr.isPresenting() ) return;
1032
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1033

1034
	}
1035

M
Mr.doob 已提交
1036 1037
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1038 1039

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1040

1041
	this.setAnimationLoop = function ( callback ) {
1042

M
Mr.doob 已提交
1043 1044
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1045

1046 1047
		animation.start();

1048 1049
	};

M
Mr.doob 已提交
1050 1051
	// Rendering

1052 1053
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1054
		var renderTarget, forceClear;
1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068

		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 ];

		}
1069

0
06wj 已提交
1070
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1071

1072
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1073 1074 1075 1076
			return;

		}

1077 1078
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1079 1080
		// reset caching for this frame

M
Mr.doob 已提交
1081 1082
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1083
		_currentGeometryProgram.wireframe = false;
1084
		_currentMaterialId = - 1;
1085
		_currentCamera = null;
M
Mr.doob 已提交
1086 1087 1088

		// update scene graph

1089
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1090 1091 1092

		// update camera matrices and frustum

1093
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1094

1095 1096 1097 1098 1099 1100
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1101 1102
		//

1103 1104
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1105

M
Marc-Sefan Cassola 已提交
1106
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1107

M
Mr.doob 已提交
1108 1109 1110
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1111
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1112
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1113

1114 1115 1116
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1117
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1118

M
Mr.doob 已提交
1119
		if ( _this.sortObjects === true ) {
1120

1121
			currentRenderList.sort();
M
Mr.doob 已提交
1122

1123 1124
		}

M
Mr.doob 已提交
1125
		//
M
Mr.doob 已提交
1126

T
tschw 已提交
1127
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1128

1129
		var shadowsArray = currentRenderState.state.shadowsArray;
1130

1131
		shadowMap.render( shadowsArray, scene, camera );
1132

1133
		currentRenderState.setupLights( camera );
1134

T
tschw 已提交
1135
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1136

M
Mr.doob 已提交
1137 1138
		//

A
Atrahasis 已提交
1139
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1140

1141
		if ( renderTarget !== undefined ) {
1142

1143
			this.setRenderTarget( renderTarget );
1144 1145 1146

		}

M
Mr.doob 已提交
1147 1148
		//

1149
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1150

1151
		// render scene
M
Mr.doob 已提交
1152

1153 1154 1155
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1156 1157
		if ( scene.overrideMaterial ) {

1158
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1159

M
Mr.doob 已提交
1160 1161
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1162

M
Mr.doob 已提交
1163 1164
		} else {

1165 1166
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1167
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1168 1169 1170

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

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

1173
		}
M
Mr.doob 已提交
1174

1175
		//
M
Mr.doob 已提交
1176

M
Marc-Sefan Cassola 已提交
1177
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1178

1179 1180
			// Generate mipmap if we're using any kind of mipmap filtering

1181
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1182

M
Mugen87 已提交
1183
			// resolve multisample renderbuffers to a single-sample texture if necessary
1184

1185
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1186

M
Mr.doob 已提交
1187 1188
		}

1189
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1190

1191 1192 1193
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1194

1195
		state.setPolygonOffset( false );
1196

1197
		scene.onAfterRender( _this, scene, camera );
1198

M
Mr.doob 已提交
1199
		if ( vr.enabled ) {
1200

1201
			vr.submitFrame();
1202

M
Mr.doob 已提交
1203
		}
M
Mr.doob 已提交
1204

M
Mr.doob 已提交
1205 1206
		// _gl.finish();

1207
		currentRenderList = null;
1208
		currentRenderState = null;
1209

M
Mr.doob 已提交
1210
	};
M
Mr.doob 已提交
1211

1212
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1213

1214
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1215

1216
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1217

1218
		if ( visible ) {
1219

1220 1221 1222 1223 1224
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1225

1226
				currentRenderState.pushLight( object );
1227 1228 1229

				if ( object.castShadow ) {

1230
					currentRenderState.pushShadow( object );
1231 1232

				}
M
Mr.doob 已提交
1233

1234
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1235

1236
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1237

1238 1239 1240 1241 1242 1243 1244 1245 1246 1247
					if ( sortObjects ) {

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

					}

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

1248
					currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
M
Mr.doob 已提交
1249

1250
				}
M
Mr.doob 已提交
1251

1252
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1253

1254
				if ( sortObjects ) {
M
Mr.doob 已提交
1255

1256 1257
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1258

1259
				}
M
Mr.doob 已提交
1260

1261
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1262

1263
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1264

1265
				if ( object.isSkinnedMesh ) {
1266

1267
					object.skeleton.update();
1268

1269
				}
1270

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

1273 1274 1275 1276 1277 1278
					if ( sortObjects ) {

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

					}
1279

1280 1281
					var geometry = objects.update( object );
					var material = object.material;
1282

1283
					if ( Array.isArray( material ) ) {
1284

1285
						var groups = geometry.groups;
1286

1287
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1288

1289 1290
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1291

1292
							if ( groupMaterial && groupMaterial.visible ) {
1293

1294
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1295 1296

							}
M
Mr.doob 已提交
1297

M
Mr.doob 已提交
1298
						}
M
Mr.doob 已提交
1299

1300
					} else if ( material.visible ) {
1301

1302
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1303

1304
					}
M
Mr.doob 已提交
1305

1306
				}
M
Mr.doob 已提交
1307

1308
			}
M
Mr.doob 已提交
1309

M
Mr.doob 已提交
1310
		}
M
Mr.doob 已提交
1311

M
Mr.doob 已提交
1312
		var children = object.children;
M
Mr.doob 已提交
1313

M
Mr.doob 已提交
1314 1315
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1316
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1317

1318
		}
1319

1320
	}
M
Mr.doob 已提交
1321

1322
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1323

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

1326
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1327

1328
			var object = renderItem.object;
M
Mr.doob 已提交
1329 1330 1331
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1332

M
Mr.doob 已提交
1333
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1334

1335 1336
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1337
				var cameras = camera.cameras;
M
Mr.doob 已提交
1338

M
Mr.doob 已提交
1339
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1340

M
Mr.doob 已提交
1341
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1342

1343
					if ( object.layers.test( camera2.layers ) ) {
1344

M
Mr.doob 已提交
1345 1346 1347 1348 1349 1350 1351
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1352

M
Mr.doob 已提交
1353 1354 1355 1356
							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
1357

M
Mr.doob 已提交
1358 1359 1360
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1361

1362 1363
						currentRenderState.setupLights( camera2 );

1364 1365 1366
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1367

M
Mr.doob 已提交
1368
				}
1369

M
Mr.doob 已提交
1370
			} else {
M
Mr.doob 已提交
1371

1372 1373
				_currentArrayCamera = null;

M
Mr.doob 已提交
1374
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
			}
M
Mr.doob 已提交
1377

1378
		}
M
Mr.doob 已提交
1379

1380
	}
G
gero3 已提交
1381

M
Mr.doob 已提交
1382 1383
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1384
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1385
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1386

M
Mr.doob 已提交
1387 1388 1389 1390 1391
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1392
			state.setMaterial( material );
M
Mr.doob 已提交
1393 1394 1395

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

M
Mr.doob 已提交
1396 1397
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1398
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1399

M
Mr.doob 已提交
1400
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1401 1402 1403

		} else {

M
Mugen87 已提交
1404
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1405 1406 1407

		}

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

M
Mr.doob 已提交
1411 1412
	}

1413
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1414

1415
		var materialProperties = properties.get( material );
G
gero3 已提交
1416

1417 1418
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1419

M
Mr.doob 已提交
1420 1421 1422
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1423
		var parameters = programCache.getParameters(
1424
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1425

G
gero3 已提交
1426
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1427

1428
		var program = materialProperties.program;
T
tschw 已提交
1429
		var programChange = true;
1430

1431
		if ( program === undefined ) {
B
Ben Adams 已提交
1432

M
Mr.doob 已提交
1433 1434
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1435

1436
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1437

M
Mr.doob 已提交
1438
			// changed glsl or parameters
1439
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1440

M
Mr.doob 已提交
1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455
		} 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;
1456 1457 1458

			programChange = false;

G
gero3 已提交
1459
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1460

T
tschw 已提交
1461
			// same glsl and uniform list
T
tschw 已提交
1462 1463
			return;

T
tschw 已提交
1464
		} else {
B
Ben Adams 已提交
1465

T
tschw 已提交
1466 1467
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1468 1469 1470

		}

1471
		if ( programChange ) {
B
Ben Adams 已提交
1472

1473
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1474

R
Rich Harris 已提交
1475
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1476

1477
				materialProperties.shader = {
1478
					name: material.type,
M
Mr.doob 已提交
1479
					uniforms: cloneUniforms( shader.uniforms ),
1480
					vertexShader: shader.vertexShader,
1481
					fragmentShader: shader.fragmentShader
1482
				};
B
Ben Adams 已提交
1483

1484
			} else {
B
Ben Adams 已提交
1485

1486
				materialProperties.shader = {
1487 1488 1489
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1490
					fragmentShader: material.fragmentShader
1491
				};
G
gero3 已提交
1492

1493
			}
G
gero3 已提交
1494

1495
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1496

1497
			// Computing code again as onBeforeCompile may have changed the shaders
1498 1499
			code = programCache.getProgramCode( material, parameters );

1500
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1501

1502 1503
			materialProperties.program = program;
			material.program = program;
1504 1505 1506

		}

1507
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1508 1509 1510 1511 1512

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1513
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1514

1515
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1529
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1530

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

1541
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1542

1543
		if ( ! material.isShaderMaterial &&
1544 1545
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1546

T
tschw 已提交
1547
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1548
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1549
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1550 1551 1552

		}

1553
		materialProperties.fog = fog;
1554

1555
		// store the light setup it was created for
M
Mr.doob 已提交
1556
		if ( lightsHash === undefined ) {
1557

M
Mr.doob 已提交
1558
			materialProperties.lightsHash = lightsHash = {};
1559 1560 1561

		}

M
Mr.doob 已提交
1562 1563 1564 1565 1566 1567 1568
		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;
1569

M
Mr.doob 已提交
1570
		if ( material.lights ) {
1571 1572 1573

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

1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586
			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;
1587
			// TODO (abelnation): add area lights shadow info to uniforms
1588

1589 1590
		}

T
tschw 已提交
1591 1592
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1593
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1594

T
tschw 已提交
1595
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1596

M
Mr.doob 已提交
1597
	}
M
Mr.doob 已提交
1598

1599
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1600 1601 1602

		_usedTextureUnits = 0;

1603
		var materialProperties = properties.get( material );
1604
		var lights = currentRenderState.state.lights;
1605

M
Mr.doob 已提交
1606 1607 1608
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1609 1610 1611 1612 1613
		if ( _clippingEnabled ) {

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

				var useCache =
1614 1615
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1616 1617 1618 1619

				// 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
1620
				_clipping.setState(
1621 1622
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1623 1624 1625 1626 1627

			}

		}

1628
		if ( material.needsUpdate === false ) {
1629

1630
			if ( materialProperties.program === undefined ) {
1631

1632
				material.needsUpdate = true;
1633

1634
			} else if ( material.fog && materialProperties.fog !== fog ) {
1635

M
Mr.doob 已提交
1636
				material.needsUpdate = true;
1637

M
Mr.doob 已提交
1638 1639 1640 1641 1642 1643 1644
			} 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 ) ) {
1645

1646
				material.needsUpdate = true;
1647

1648
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1649
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1650
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1651 1652 1653

				material.needsUpdate = true;

1654
			}
1655 1656 1657 1658

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1659

1660
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1661 1662 1663 1664
			material.needsUpdate = false;

		}

1665
		var refreshProgram = false;
M
Mr.doob 已提交
1666
		var refreshMaterial = false;
1667
		var refreshLights = false;
M
Mr.doob 已提交
1668

1669
		var program = materialProperties.program,
1670
			p_uniforms = program.getUniforms(),
1671
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1672

1673
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1674

1675
			refreshProgram = true;
M
Mr.doob 已提交
1676
			refreshMaterial = true;
1677
			refreshLights = true;
M
Mr.doob 已提交
1678 1679 1680 1681 1682 1683

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1684

M
Mr.doob 已提交
1685 1686 1687 1688
			refreshMaterial = true;

		}

1689
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1690

M
Mr.doob 已提交
1691
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1692

G
gero3 已提交
1693
			if ( capabilities.logarithmicDepthBuffer ) {
1694

T
tschw 已提交
1695
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1696
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1697 1698 1699

			}

1700
			if ( _currentCamera !== camera ) {
1701

1702
				_currentCamera = camera;
1703 1704 1705 1706 1707 1708

				// 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
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1709
				refreshLights = true;		// remains set until update done
1710 1711

			}
M
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1712

1713 1714 1715
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1716
			if ( material.isShaderMaterial ||
1717 1718 1719
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1720

T
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1721 1722 1723
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1724

T
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1725
					uCamPos.setValue( _gl,
1726
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1727 1728 1729 1730 1731

				}

			}

1732
			if ( material.isMeshPhongMaterial ||
1733 1734 1735 1736
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1737
				material.skinning ) {
1738

T
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1739
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1740 1741 1742

			}

M
Mr.doob 已提交
1743 1744 1745 1746 1747 1748
		}

		// 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

1749
		if ( material.skinning ) {
M
Mr.doob 已提交
1750

T
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1751 1752
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1753

T
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1754
			var skeleton = object.skeleton;
1755

T
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1756
			if ( skeleton ) {
1757

1758 1759
				var bones = skeleton.bones;

1760
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1761

1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772
					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
1773
						size = _Math.ceilPowerOfTwo( size );
1774 1775 1776 1777 1778 1779
						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 );
1780
						boneTexture.needsUpdate = true;
1781 1782 1783 1784 1785 1786 1787

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

					}

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1788 1789
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1790

T
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1791
				} else {
M
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1792

T
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1793
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1794 1795 1796 1797 1798 1799 1800 1801 1802

				}

			}

		}

		if ( refreshMaterial ) {

1803 1804 1805
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1806
			if ( material.lights ) {
M
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1807

1808
				// the current material requires lighting info
M
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1809

T
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1810 1811 1812 1813 1814 1815
				// 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
1816

T
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1817
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1818

T
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1819
			}
G
gero3 已提交
1820

T
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1821
			// refresh uniforms common to several materials
G
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1822

T
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1823
			if ( fog && material.fog ) {
G
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1824

T
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1825
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1826 1827 1828

			}

1829
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1830 1831 1832

				refreshUniformsCommon( m_uniforms, material );

1833
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1834

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

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

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

1842
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1843

1844
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1845

1846
				} else {
1847

1848
					refreshUniformsPhong( m_uniforms, material );
1849

1850
				}
T
Takahiro 已提交
1851

1852
			} else if ( material.isMeshStandardMaterial ) {
T
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1853

1854
				refreshUniformsCommon( m_uniforms, material );
1855

1856
				if ( material.isMeshPhysicalMaterial ) {
1857

1858
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1859

1860
				} else {
W
WestLangley 已提交
1861

1862
					refreshUniformsStandard( m_uniforms, material );
W
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1863

1864
				}
W
WestLangley 已提交
1865

W
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1866 1867 1868 1869 1870 1871
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1872
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1873

1874
				refreshUniformsCommon( m_uniforms, material );
W
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1875
				refreshUniformsDepth( m_uniforms, material );
1876

W
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1877
			} else if ( material.isMeshDistanceMaterial ) {
1878

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

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

1884
				refreshUniformsCommon( m_uniforms, material );
1885
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1886

1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1901 1902 1903 1904
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1905 1906 1907 1908 1909
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1910 1911
			}

M
Mr.doob 已提交
1912 1913 1914
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1915 1916
			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
1917

1918
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1919 1920 1921

		}

1922 1923 1924 1925 1926 1927
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1928

1929 1930 1931 1932 1933 1934
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1935
		// common matrices
M
Mr.doob 已提交
1936

M
Mr.doob 已提交
1937 1938
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1939
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1940

T
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1941
		return program;
A
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1942 1943 1944

	}

M
Mr.doob 已提交
1945 1946
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1947
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1948 1949 1950

		uniforms.opacity.value = material.opacity;

1951 1952 1953 1954 1955
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1956

1957
		if ( material.emissive ) {
M
Mr.doob 已提交
1958

1959
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1960 1961 1962

		}

1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988
		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
1989
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1990 1991 1992 1993

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

1994
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1995

1996
		}
M
Mr.doob 已提交
1997

1998 1999 2000 2001 2002 2003 2004
		if ( material.lightMap ) {

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

		}

2005
		if ( material.aoMap ) {
2006

2007 2008
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2009 2010 2011

		}

M
Mr.doob 已提交
2012
		// uv repeat and offset setting priorities
M
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2013 2014 2015 2016 2017
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2018
		// 6. emissive map
M
Mr.doob 已提交
2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2034 2035 2036 2037 2038 2039 2040 2041
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2042 2043 2044 2045 2046 2047 2048 2049
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2050 2051 2052 2053
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2054 2055 2056 2057
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2058 2059 2060 2061
		}

		if ( uvScaleMap !== undefined ) {

2062
			// backwards compatibility
2063
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2064 2065 2066 2067 2068

				uvScaleMap = uvScaleMap.texture;

			}

W
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2069
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2070

W
WestLangley 已提交
2071
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2072

W
WestLangley 已提交
2073
			}
2074

2075
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2076 2077 2078

		}

M
Mr.doob 已提交
2079
	}
M
Mr.doob 已提交
2080

M
Mr.doob 已提交
2081
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2082 2083 2084 2085

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

M
Mr.doob 已提交
2086
	}
M
Mr.doob 已提交
2087

M
Mr.doob 已提交
2088
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2089 2090 2091 2092 2093

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

M
Mr.doob 已提交
2094
	}
M
Mr.doob 已提交
2095

M
Mr.doob 已提交
2096
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2097

2098
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2099
		uniforms.opacity.value = material.opacity;
2100
		uniforms.size.value = material.size * _pixelRatio;
2101
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2102 2103 2104

		uniforms.map.value = material.map;

2105 2106
		if ( material.map !== null ) {

W
WestLangley 已提交
2107
			if ( material.map.matrixAutoUpdate === true ) {
2108

W
WestLangley 已提交
2109
				material.map.updateMatrix();
W
WestLangley 已提交
2110 2111

			}
2112

2113
			uniforms.uvTransform.value.copy( material.map.matrix );
2114 2115 2116

		}

2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137
	}

	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
2138
	}
M
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2139

M
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2140
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2141 2142 2143

		uniforms.fogColor.value = fog.color;

2144
		if ( fog.isFog ) {
M
Mr.doob 已提交
2145 2146 2147 2148

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

2149
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2150 2151 2152 2153 2154

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2155
	}
M
Mr.doob 已提交
2156

M
Mr.doob 已提交
2157
	function refreshUniformsLambert( uniforms, material ) {
2158 2159 2160 2161 2162 2163 2164 2165 2166

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
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2167
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2168

2169
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2170
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2171

2172
		if ( material.emissiveMap ) {
2173

2174
			uniforms.emissiveMap.value = material.emissiveMap;
2175

2176
		}
M
Mr.doob 已提交
2177

2178 2179 2180 2181
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2182
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2183

2184
		}
M
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2185

2186 2187 2188 2189
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2190
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2191 2192

		}
M
Mr.doob 已提交
2193

2194 2195 2196 2197 2198
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2199

2200
		}
2201

T
Takahiro 已提交
2202 2203 2204 2205 2206 2207
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2208
		if ( material.gradientMap ) {
T
Takahiro 已提交
2209

T
Takahiro 已提交
2210
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2211 2212 2213

		}

2214 2215
	}

M
Mr.doob 已提交
2216
	function refreshUniformsStandard( uniforms, material ) {
W
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2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242

		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;
2243
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2244 2245 2246 2247 2248 2249 2250

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2251
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271

		}

		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
2272
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2273

2274 2275 2276 2277
		refreshUniformsStandard( uniforms, material );

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

2278 2279 2280
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2281 2282
	}

W
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2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316
	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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2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344
	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;

	}

2345 2346 2347 2348 2349 2350
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2351
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2352 2353 2354 2355 2356 2357 2358

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2359
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372

		}

		if ( material.displacementMap ) {

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

		}

	}

2373 2374
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2375
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2376

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2377
		uniforms.ambientLightColor.needsUpdate = value;
2378

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2379 2380 2381
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2382
		uniforms.rectAreaLights.needsUpdate = value;
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2383
		uniforms.hemisphereLights.needsUpdate = value;
2384

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2385
	}
2386

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2387 2388
	// Textures

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2389 2390 2391 2392 2393 2394
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2395
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2396 2397 2398 2399 2400 2401 2402 2403 2404

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2405
	this.allocTextureUnit = allocTextureUnit;
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2406

2407
	// this.setTexture2D = setTexture2D;
M
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2408
	this.setTexture2D = ( function () {
T
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2409

2410
		var warned = false;
T
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2411

2412
		// backwards compatibility: peel texture.texture
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2413
		return function setTexture2D( texture, slot ) {
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tschw 已提交
2414

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2415
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2416

2417
				if ( ! warned ) {
T
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2418

2419 2420
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2421

2422
				}
T
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2423

2424
				texture = texture.texture;
T
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2425

2426
			}
T
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2427

2428
			textures.setTexture2D( texture, slot );
T
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2429

2430
		};
T
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2431

2432
	}() );
T
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2433

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2434
	this.setTexture3D = ( function () {
A
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2435

A
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2436 2437
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
A
artur.trzesiok 已提交
2438

A
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2439 2440 2441 2442 2443
			textures.setTexture3D( texture, slot );

		};

	}() );
A
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2444

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2445
	this.setTexture = ( function () {
2446 2447 2448

		var warned = false;

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2449
		return function setTexture( texture, slot ) {
2450 2451 2452 2453 2454 2455 2456 2457

			if ( ! warned ) {

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

			}

2458
			textures.setTexture2D( texture, slot );
2459 2460 2461 2462 2463

		};

	}() );

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Mr.doob 已提交
2464
	this.setTextureCube = ( function () {
2465 2466 2467

		var warned = false;

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WestLangley 已提交
2468
		return function setTextureCube( texture, slot ) {
2469 2470

			// backwards compatibility: peel texture.texture
T
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2471
			if ( texture && texture.isWebGLRenderTargetCube ) {
2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
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2486
			if ( ( texture && texture.isCubeTexture ) ||
2487
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2488 2489 2490 2491

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2492
				textures.setTextureCube( texture, slot );
2493 2494 2495 2496 2497

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2498
				textures.setTextureCubeDynamic( texture, slot );
2499 2500 2501 2502 2503 2504

			}

		};

	}() );
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2505

2506 2507 2508 2509 2510 2511 2512 2513
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2514
	this.getRenderTarget = function () {
2515 2516 2517

		return _currentRenderTarget;

M
Michael Herzog 已提交
2518
	};
2519

2520
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2521

2522 2523
		_currentRenderTarget = renderTarget;

2524
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2525

2526
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2527 2528 2529

		}

2530
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2531
		var isCube = false;
M
Mr.doob 已提交
2532 2533 2534

		if ( renderTarget ) {

M
Mr.doob 已提交
2535
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2536

M
Mr.doob 已提交
2537
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2538

M
Mr.doob 已提交
2539
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2540
				isCube = true;
M
Mr.doob 已提交
2541

2542 2543 2544 2545
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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Mr.doob 已提交
2546 2547
			} else {

M
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2548
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2549 2550 2551

			}

M
Mr.doob 已提交
2552
			_currentViewport.copy( renderTarget.viewport );
2553 2554
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2555

M
Mr.doob 已提交
2556 2557
		} else {

M
Mr.doob 已提交
2558
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2559
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2560
			_currentScissorTest = _scissorTest;
2561

M
Mr.doob 已提交
2562 2563
		}

M
Mr.doob 已提交
2564
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2565 2566 2567 2568 2569 2570

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

		}

M
Mr.doob 已提交
2571
		state.viewport( _currentViewport );
2572 2573
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2574

M
Mr.doob 已提交
2575 2576 2577
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2578
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2579 2580 2581

		}

M
Mr.doob 已提交
2582 2583
	};

M
Mr.doob 已提交
2584
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2585

0
06wj 已提交
2586
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2587

2588
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2589
			return;
2590

G
gero3 已提交
2591
		}
2592

M
Mr.doob 已提交
2593
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2594

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

G
gero3 已提交
2597
			var restore = false;
2598

M
Mr.doob 已提交
2599
			if ( framebuffer !== _currentFramebuffer ) {
2600

M
Mr.doob 已提交
2601
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2602

G
gero3 已提交
2603
				restore = true;
2604

G
gero3 已提交
2605
			}
2606

M
Mr.doob 已提交
2607
			try {
2608

M
Mr.doob 已提交
2609
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2610 2611
				var textureFormat = texture.format;
				var textureType = texture.type;
2612

2613
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2614

M
Mr.doob 已提交
2615 2616
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2617

M
Mr.doob 已提交
2618
				}
2619

2620
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2621 2622
					! ( 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' ) ) ) ) {
2623

M
Mr.doob 已提交
2624 2625
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2626

M
Mr.doob 已提交
2627
				}
2628

M
Mr.doob 已提交
2629
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2630

2631 2632
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2633
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2634

2635
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2636 2637

					}
2638

M
Mr.doob 已提交
2639
				} else {
M
Mr.doob 已提交
2640

M
Mr.doob 已提交
2641 2642 2643
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2644

M
Mr.doob 已提交
2645
			} finally {
M
Mr.doob 已提交
2646

M
Mr.doob 已提交
2647 2648 2649
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2650

M
Mr.doob 已提交
2651 2652 2653
				}

			}
M
Mr.doob 已提交
2654 2655 2656

		}

M
Mr.doob 已提交
2657 2658
	};

2659
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2660 2661 2662

		var width = texture.image.width;
		var height = texture.image.height;
2663
		var glFormat = utils.convert( texture.format );
2664 2665 2666

		this.setTexture2D( texture, 0 );

2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679
		_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 );

2680 2681 2682 2683 2684 2685 2686 2687 2688
		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 );

		}
2689 2690 2691

	};

M
Mr.doob 已提交
2692
}
R
Rich Harris 已提交
2693

T
Tristan VALCKE 已提交
2694

2695
export { WebGLRenderer };