WebGLRenderer.js 60.5 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;

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
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Mr.doob 已提交
629

M
Mr.doob 已提交
630 631
		}

632
	}
M
Mr.doob 已提交
633 634 635

	// Buffer rendering

M
Mr.doob 已提交
636
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
637 638 639

		object.render( function ( object ) {

M
Mr.doob 已提交
640
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
641 642 643 644 645

		} );

	}

M
Mugen87 已提交
646
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
647

648
		state.initAttributes();
649

650
		var buffers = properties.get( object );
651

652 653 654 655
		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
656

657
		var programAttributes = program.getAttributes();
658

M
Mr.doob 已提交
659 660
		if ( object.hasPositions ) {

661
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
662
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
663

664 665
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
666 667 668 669 670

		}

		if ( object.hasNormals ) {

671
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
672
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
673

674 675
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

679
		if ( object.hasUvs ) {
M
Mr.doob 已提交
680

681
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
682
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
683

684
			state.enableAttribute( programAttributes.uv );
685
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
686 687 688

		}

689
		if ( object.hasColors ) {
M
Mr.doob 已提交
690

691
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
692
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
693

694 695
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
696 697 698

		}

699
		state.disableUnusedAttributes();
700

M
Mr.doob 已提交
701 702 703 704 705 706
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

707
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
708

709
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
710 711

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
712

M
Mr.doob 已提交
713
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
714

M
Mr.doob 已提交
715
		var updateBuffers = false;
M
Mr.doob 已提交
716

717 718 719
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
720

M
Mr.doob 已提交
721 722
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
723
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
724 725 726 727
			updateBuffers = true;

		}

728
		if ( object.morphTargetInfluences ) {
729

730
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
731 732 733 734 735

			updateBuffers = true;

		}

736 737
		//

738
		var index = geometry.index;
739
		var position = geometry.attributes.position;
740
		var rangeFactor = 1;
741

742 743
		if ( material.wireframe === true ) {

744
			index = geometries.getWireframeAttribute( geometry );
745
			rangeFactor = 2;
746 747 748

		}

M
Mr.doob 已提交
749
		var attribute;
M
Mr.doob 已提交
750
		var renderer = bufferRenderer;
751

752
		if ( index !== null ) {
753

M
Mr.doob 已提交
754
			attribute = attributes.get( index );
755

756
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
757
			renderer.setIndex( attribute );
758

759
		}
M
Mr.doob 已提交
760

761
		if ( updateBuffers ) {
M
Mr.doob 已提交
762

763
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
764

765
			if ( index !== null ) {
766

M
Mr.doob 已提交
767
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
768 769 770

			}

771
		}
772

773 774
		//

775
		var dataCount = Infinity;
776

M
Mr.doob 已提交
777
		if ( index !== null ) {
778

M
Mr.doob 已提交
779
			dataCount = index.count;
780

M
Mr.doob 已提交
781
		} else if ( position !== undefined ) {
782

M
Mr.doob 已提交
783
			dataCount = position.count;
784

M
Mr.doob 已提交
785
		}
786

M
Mr.doob 已提交
787 788
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
789

M
Mr.doob 已提交
790 791
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
792

M
Mr.doob 已提交
793
		var drawStart = Math.max( rangeStart, groupStart );
794
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
795 796 797

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

798 799
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
800
		//
801

802
		if ( object.isMesh ) {
803

804
			if ( material.wireframe === true ) {
805

806
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
807
				renderer.setMode( _gl.LINES );
808

809
			} else {
M
Mr.doob 已提交
810 811

				switch ( object.drawMode ) {
812

R
Rich Harris 已提交
813
					case TrianglesDrawMode:
B
Ben Adams 已提交
814 815 816
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
817
					case TriangleStripDrawMode:
B
Ben Adams 已提交
818 819 820
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
821
					case TriangleFanDrawMode:
B
Ben Adams 已提交
822 823 824 825
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
826

827
			}
828

829

830
		} else if ( object.isLine ) {
831

832
			var lineWidth = material.linewidth;
833

834
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
835

836
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
837

838
			if ( object.isLineSegments ) {
839

840
				renderer.setMode( _gl.LINES );
841

842 843 844 845
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

846
			} else {
847

848
				renderer.setMode( _gl.LINE_STRIP );
849 850

			}
M
Mr.doob 已提交
851

852
		} else if ( object.isPoints ) {
853 854

			renderer.setMode( _gl.POINTS );
855

856 857 858 859
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

860
		}
861

T
Takahiro 已提交
862
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
863 864 865

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
866
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
867

J
jfranc 已提交
868
			}
869 870 871

		} else {

M
Mr.doob 已提交
872
			renderer.render( drawStart, drawCount );
873

M
Mr.doob 已提交
874 875 876 877
		}

	};

878
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
879

A
Alex Goldring 已提交
880
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
881

882
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
883

884
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
885
				return;
B
Ben Adams 已提交
886

M
Mr.doob 已提交
887 888 889
			}

		}
B
Ben Adams 已提交
890

891 892
		state.initAttributes();

893
		var geometryAttributes = geometry.attributes;
894

895
		var programAttributes = program.getAttributes();
896

897
		var materialDefaultAttributeValues = material.defaultAttributeValues;
898

899
		for ( var name in programAttributes ) {
900

901
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
902

M
Mr.doob 已提交
903
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
904

905
				var geometryAttribute = geometryAttributes[ name ];
906

M
Mr.doob 已提交
907
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
908

909
					var normalized = geometryAttribute.normalized;
910
					var size = geometryAttribute.itemSize;
911

M
Mr.doob 已提交
912
					var attribute = attributes.get( geometryAttribute );
913

914 915 916 917
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
918 919 920
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
921

A
aardgoose 已提交
922
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
923

M
Mr.doob 已提交
924 925 926 927
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
928
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
929

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

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

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

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

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

M
Mr.doob 已提交
940
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
941

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

M
Mr.doob 已提交
944
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
945
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
946

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

A
aardgoose 已提交
949
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
950

951
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
952

M
Mr.doob 已提交
953
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
954

D
dubejf 已提交
955
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							}
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959 960 961 962
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
963
						}
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
966
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
967

B
Ben Adams 已提交
968
					}
M
Mr.doob 已提交
969

970 971
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
972
					var value = materialDefaultAttributeValues[ name ];
973

974
					if ( value !== undefined ) {
M
Mr.doob 已提交
975

976
						switch ( value.length ) {
M
Mr.doob 已提交
977

978 979 980
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
981

982 983 984
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
985

986 987 988
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
989

990 991
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
992 993

						}
M
Mr.doob 已提交
994 995 996 997 998 999 1000 1001

					}

				}

			}

		}
1002

1003
		state.disableUnusedAttributes();
1004

M
Mr.doob 已提交
1005 1006
	}

M
Mr.doob 已提交
1007
	// Compile
M
Mr.doob 已提交
1008

M
Mr.doob 已提交
1009
	this.compile = function ( scene, camera ) {
1010

M
Mr.doob 已提交
1011
		currentRenderState = renderStates.get( scene, camera );
1012
		currentRenderState.init();
1013

M
Mr.doob 已提交
1014
		scene.traverse( function ( object ) {
G
gero3 已提交
1015 1016

			if ( object.isLight ) {
M
Mr.doob 已提交
1017

1018
				currentRenderState.pushLight( object );
1019 1020 1021

				if ( object.castShadow ) {

1022
					currentRenderState.pushShadow( object );
1023 1024

				}
M
Mr.doob 已提交
1025

G
gero3 已提交
1026
			}
M
Mr.doob 已提交
1027 1028 1029

		} );

1030
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1031 1032 1033 1034 1035

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1036
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1037

G
gero3 已提交
1038
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1039 1040 1041

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

G
gero3 已提交
1042
					}
M
Mr.doob 已提交
1043

G
gero3 已提交
1044
				} else {
M
Mr.doob 已提交
1045 1046 1047

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

G
gero3 已提交
1048
				}
M
Mr.doob 已提交
1049

G
gero3 已提交
1050
			}
M
Mr.doob 已提交
1051 1052

		} );
G
gero3 已提交
1053 1054

	};
1055

1056
	// Animation Loop
M
Mr.doob 已提交
1057

M
Mr.doob 已提交
1058
	var onAnimationFrameCallback = null;
1059

1060
	function onAnimationFrame( time ) {
1061

M
Mr.doob 已提交
1062
		if ( vr.isPresenting() ) return;
1063
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1064

1065
	}
1066

M
Mr.doob 已提交
1067 1068
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1069 1070

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1071

1072
	this.setAnimationLoop = function ( callback ) {
1073

M
Mr.doob 已提交
1074 1075
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1076

1077 1078
		animation.start();

1079 1080
	};

M
Mr.doob 已提交
1081 1082
	// Rendering

1083 1084
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1085
		var renderTarget, forceClear;
1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099

		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 ];

		}
1100

0
06wj 已提交
1101
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1102

1103
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1104 1105 1106 1107
			return;

		}

1108 1109
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1110 1111
		// reset caching for this frame

M
Mr.doob 已提交
1112 1113
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1114
		_currentGeometryProgram.wireframe = false;
1115
		_currentMaterialId = - 1;
1116
		_currentCamera = null;
M
Mr.doob 已提交
1117 1118 1119

		// update scene graph

1120
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1121 1122 1123

		// update camera matrices and frustum

1124
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1125

1126 1127 1128 1129 1130 1131
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1132 1133
		//

1134 1135
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1136

M
Marc-Sefan Cassola 已提交
1137
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1138

M
Mr.doob 已提交
1139 1140 1141
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1142
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1143
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1144

1145 1146 1147
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1148
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1149

M
Mr.doob 已提交
1150
		if ( _this.sortObjects === true ) {
1151

1152
			currentRenderList.sort();
M
Mr.doob 已提交
1153

1154 1155
		}

M
Mr.doob 已提交
1156
		//
M
Mr.doob 已提交
1157

T
tschw 已提交
1158
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1159

1160
		var shadowsArray = currentRenderState.state.shadowsArray;
1161

1162
		shadowMap.render( shadowsArray, scene, camera );
1163

1164
		currentRenderState.setupLights( camera );
1165

T
tschw 已提交
1166
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1167

M
Mr.doob 已提交
1168 1169
		//

A
Atrahasis 已提交
1170
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1171

1172
		if ( renderTarget !== undefined ) {
1173

1174
			this.setRenderTarget( renderTarget );
1175 1176 1177

		}

M
Mr.doob 已提交
1178 1179
		//

1180
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1181

1182
		// render scene
M
Mr.doob 已提交
1183

1184 1185 1186
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1187 1188
		if ( scene.overrideMaterial ) {

1189
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1190

M
Mr.doob 已提交
1191 1192
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1193

M
Mr.doob 已提交
1194 1195
		} else {

1196 1197
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1198
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1199 1200 1201

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

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

1204
		}
M
Mr.doob 已提交
1205

1206
		//
M
Mr.doob 已提交
1207

1208 1209 1210 1211
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1212
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1213

1214 1215
			// Generate mipmap if we're using any kind of mipmap filtering

1216
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1217

M
Mugen87 已提交
1218
			// resolve multisample renderbuffers to a single-sample texture if necessary
1219

1220
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1221

M
Mr.doob 已提交
1222 1223
		}

1224
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1225

1226 1227 1228
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1229

1230
		state.setPolygonOffset( false );
1231

M
Mr.doob 已提交
1232
		if ( vr.enabled ) {
1233

1234
			vr.submitFrame();
1235

M
Mr.doob 已提交
1236
		}
M
Mr.doob 已提交
1237

M
Mr.doob 已提交
1238 1239
		// _gl.finish();

1240
		currentRenderList = null;
1241
		currentRenderState = null;
1242

M
Mr.doob 已提交
1243
	};
M
Mr.doob 已提交
1244

1245
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1246

1247
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1248

1249
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1250

1251
		if ( visible ) {
1252

1253 1254 1255 1256 1257
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1258

1259
				currentRenderState.pushLight( object );
1260 1261 1262

				if ( object.castShadow ) {

1263
					currentRenderState.pushShadow( object );
1264 1265

				}
M
Mr.doob 已提交
1266

1267
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1268

1269
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1270

1271 1272 1273 1274 1275 1276 1277 1278 1279 1280
					if ( sortObjects ) {

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

					}

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

1281 1282 1283 1284 1285
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1286

1287
				}
M
Mr.doob 已提交
1288

1289
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1290

1291
				if ( sortObjects ) {
M
Mr.doob 已提交
1292

1293 1294
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1295

1296
				}
M
Mr.doob 已提交
1297

1298
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1299

1300
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1301

1302
				if ( object.isSkinnedMesh ) {
1303

1304
					object.skeleton.update();
1305

1306
				}
1307

1308
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1309

1310 1311 1312 1313 1314 1315
					if ( sortObjects ) {

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

					}
1316

1317 1318
					var geometry = objects.update( object );
					var material = object.material;
1319

1320
					if ( Array.isArray( material ) ) {
1321

1322
						var groups = geometry.groups;
1323

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

1326 1327
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1328

1329
							if ( groupMaterial && groupMaterial.visible ) {
1330

1331
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1332 1333

							}
M
Mr.doob 已提交
1334

M
Mr.doob 已提交
1335
						}
M
Mr.doob 已提交
1336

1337
					} else if ( material.visible ) {
1338

1339
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1340

1341
					}
M
Mr.doob 已提交
1342

1343
				}
M
Mr.doob 已提交
1344

1345
			}
M
Mr.doob 已提交
1346

M
Mr.doob 已提交
1347
		}
M
Mr.doob 已提交
1348

M
Mr.doob 已提交
1349
		var children = object.children;
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351 1352
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1353
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1354

1355
		}
1356

1357
	}
M
Mr.doob 已提交
1358

1359
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1360

M
Mr.doob 已提交
1361
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1362

1363
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1364

1365
			var object = renderItem.object;
M
Mr.doob 已提交
1366 1367 1368
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1369

M
Mr.doob 已提交
1370
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1371

1372 1373
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1374
				var cameras = camera.cameras;
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1377

M
Mr.doob 已提交
1378
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1379

1380
					if ( object.layers.test( camera2.layers ) ) {
1381

1382
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1383

1384 1385
						currentRenderState.setupLights( camera2 );

1386 1387 1388
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1389

M
Mr.doob 已提交
1390
				}
1391

M
Mr.doob 已提交
1392
			} else {
M
Mr.doob 已提交
1393

1394 1395
				_currentArrayCamera = null;

M
Mr.doob 已提交
1396
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1397

M
Mr.doob 已提交
1398
			}
M
Mr.doob 已提交
1399

1400
		}
M
Mr.doob 已提交
1401

1402
	}
G
gero3 已提交
1403

M
Mr.doob 已提交
1404 1405
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1406
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1407
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1408

M
Mr.doob 已提交
1409 1410 1411 1412 1413
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1414
			state.setMaterial( material );
M
Mr.doob 已提交
1415 1416 1417

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

M
Mr.doob 已提交
1418 1419
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1420
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1421

M
Mr.doob 已提交
1422
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1423 1424 1425

		} else {

M
Mugen87 已提交
1426
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1427 1428 1429

		}

M
Mr.doob 已提交
1430
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1431
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1432

M
Mr.doob 已提交
1433 1434
	}

1435
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1436

1437
		var materialProperties = properties.get( material );
G
gero3 已提交
1438

1439 1440
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1441

M
Mr.doob 已提交
1442 1443 1444
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1445
		var parameters = programCache.getParameters(
1446
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1447

G
gero3 已提交
1448
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1449

1450
		var program = materialProperties.program;
T
tschw 已提交
1451
		var programChange = true;
1452

1453
		if ( program === undefined ) {
B
Ben Adams 已提交
1454

M
Mr.doob 已提交
1455 1456
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1457

1458
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1459

M
Mr.doob 已提交
1460
			// changed glsl or parameters
1461
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1462

M
Mr.doob 已提交
1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477
		} 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;
1478 1479 1480

			programChange = false;

G
gero3 已提交
1481
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1482

T
tschw 已提交
1483
			// same glsl and uniform list
T
tschw 已提交
1484 1485
			return;

T
tschw 已提交
1486
		} else {
B
Ben Adams 已提交
1487

T
tschw 已提交
1488 1489
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1490 1491 1492

		}

1493
		if ( programChange ) {
B
Ben Adams 已提交
1494

1495
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1496

R
Rich Harris 已提交
1497
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1498

1499
				materialProperties.shader = {
1500
					name: material.type,
M
Mr.doob 已提交
1501
					uniforms: cloneUniforms( shader.uniforms ),
1502
					vertexShader: shader.vertexShader,
1503
					fragmentShader: shader.fragmentShader
1504
				};
B
Ben Adams 已提交
1505

1506
			} else {
B
Ben Adams 已提交
1507

1508
				materialProperties.shader = {
1509 1510 1511
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1512
					fragmentShader: material.fragmentShader
1513
				};
G
gero3 已提交
1514

1515
			}
G
gero3 已提交
1516

1517
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1518

1519
			// Computing code again as onBeforeCompile may have changed the shaders
1520 1521
			code = programCache.getProgramCode( material, parameters );

1522
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1523

1524 1525
			materialProperties.program = program;
			material.program = program;
1526 1527 1528

		}

1529
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1530 1531 1532 1533 1534

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1535
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1536

1537
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1551
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1552

1553
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1554 1555 1556 1557 1558 1559 1560 1561 1562

					material.numSupportedMorphNormals ++;

				}

			}

		}

1563
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1564

1565
		if ( ! material.isShaderMaterial &&
1566 1567
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1568

T
tschw 已提交
1569
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1570
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1571
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1572 1573 1574

		}

1575
		materialProperties.fog = fog;
1576

1577
		// store the light setup it was created for
M
Mr.doob 已提交
1578
		if ( lightsHash === undefined ) {
1579

M
Mr.doob 已提交
1580
			materialProperties.lightsHash = lightsHash = {};
1581 1582 1583

		}

M
Mr.doob 已提交
1584 1585 1586 1587 1588 1589 1590
		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;
1591

M
Mr.doob 已提交
1592
		if ( material.lights ) {
1593 1594 1595

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

1596
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1597
			uniforms.lightProbe.value = lights.state.probe;
1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609
			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;
1610
			// TODO (abelnation): add area lights shadow info to uniforms
1611

1612 1613
		}

T
tschw 已提交
1614 1615
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1616
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1617

T
tschw 已提交
1618
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1619

M
Mr.doob 已提交
1620
	}
M
Mr.doob 已提交
1621

1622
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1623

1624
		textures.resetTextureUnits();
M
Mr.doob 已提交
1625

1626
		var materialProperties = properties.get( material );
1627
		var lights = currentRenderState.state.lights;
1628

M
Mr.doob 已提交
1629 1630 1631
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1632 1633 1634 1635 1636
		if ( _clippingEnabled ) {

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

				var useCache =
1637 1638
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1639 1640 1641 1642

				// 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
1643
				_clipping.setState(
1644 1645
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1646 1647 1648 1649 1650

			}

		}

1651
		if ( material.needsUpdate === false ) {
1652

1653
			if ( materialProperties.program === undefined ) {
1654

1655
				material.needsUpdate = true;
1656

1657
			} else if ( material.fog && materialProperties.fog !== fog ) {
1658

M
Mr.doob 已提交
1659
				material.needsUpdate = true;
1660

M
Mr.doob 已提交
1661 1662 1663 1664 1665 1666 1667
			} 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 ) ) {
1668

1669
				material.needsUpdate = true;
1670

1671
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1672
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1673
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1674 1675 1676

				material.needsUpdate = true;

1677
			}
1678 1679 1680 1681

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1682

1683
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1684 1685 1686 1687
			material.needsUpdate = false;

		}

1688
		var refreshProgram = false;
M
Mr.doob 已提交
1689
		var refreshMaterial = false;
1690
		var refreshLights = false;
M
Mr.doob 已提交
1691

1692
		var program = materialProperties.program,
1693
			p_uniforms = program.getUniforms(),
1694
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1695

1696
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1697

1698
			refreshProgram = true;
M
Mr.doob 已提交
1699
			refreshMaterial = true;
1700
			refreshLights = true;
M
Mr.doob 已提交
1701 1702 1703 1704 1705 1706

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1707

M
Mr.doob 已提交
1708 1709 1710 1711
			refreshMaterial = true;

		}

1712
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1713

M
Mr.doob 已提交
1714
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1715

G
gero3 已提交
1716
			if ( capabilities.logarithmicDepthBuffer ) {
1717

T
tschw 已提交
1718
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1719
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1720 1721 1722

			}

1723
			if ( _currentCamera !== camera ) {
1724

1725
				_currentCamera = camera;
1726 1727 1728 1729 1730 1731

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1732
				refreshLights = true;		// remains set until update done
1733 1734

			}
M
Mr.doob 已提交
1735

1736 1737 1738
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1739
			if ( material.isShaderMaterial ||
1740 1741 1742
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1743

T
tschw 已提交
1744 1745 1746
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1747

T
tschw 已提交
1748
					uCamPos.setValue( _gl,
1749
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1750 1751 1752 1753 1754

				}

			}

1755
			if ( material.isMeshPhongMaterial ||
1756 1757 1758 1759
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1760
				material.skinning ) {
1761

T
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1762
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1763 1764 1765

			}

M
Mr.doob 已提交
1766 1767 1768 1769 1770 1771
		}

		// 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

1772
		if ( material.skinning ) {
M
Mr.doob 已提交
1773

T
tschw 已提交
1774 1775
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1776

T
tschw 已提交
1777
			var skeleton = object.skeleton;
1778

T
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1779
			if ( skeleton ) {
1780

1781 1782
				var bones = skeleton.bones;

1783
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1784

1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795
					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
1796
						size = _Math.ceilPowerOfTwo( size );
1797 1798 1799 1800 1801 1802
						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 );
1803
						boneTexture.needsUpdate = true;
1804 1805 1806 1807 1808 1809 1810

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

					}

1811
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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Mr.doob 已提交
1812
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1813

T
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1814
				} else {
M
Mr.doob 已提交
1815

T
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1816
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1817 1818 1819 1820 1821 1822 1823 1824 1825

				}

			}

		}

		if ( refreshMaterial ) {

1826 1827 1828
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1829
			if ( material.lights ) {
M
Mr.doob 已提交
1830

1831
				// the current material requires lighting info
M
Mr.doob 已提交
1832

T
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1833 1834 1835 1836 1837 1838
				// 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
1839

T
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1840
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1841

T
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1842
			}
G
gero3 已提交
1843

T
tschw 已提交
1844
			// refresh uniforms common to several materials
G
gero3 已提交
1845

T
tschw 已提交
1846
			if ( fog && material.fog ) {
G
gero3 已提交
1847

T
tschw 已提交
1848
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1849 1850 1851

			}

1852
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1853 1854 1855

				refreshUniformsCommon( m_uniforms, material );

1856
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1857

1858 1859
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1860

1861
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1862

1863
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1864

1865
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1866

1867
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1868

1869
				} else {
1870

1871
					refreshUniformsPhong( m_uniforms, material );
1872

1873
				}
T
Takahiro 已提交
1874

1875
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1876

1877
				refreshUniformsCommon( m_uniforms, material );
1878

1879
				if ( material.isMeshPhysicalMaterial ) {
1880

1881
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1882

1883
				} else {
W
WestLangley 已提交
1884

1885
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1886

1887
				}
W
WestLangley 已提交
1888

W
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1889 1890 1891 1892 1893 1894
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1895
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1896

1897
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1898
				refreshUniformsDepth( m_uniforms, material );
1899

W
WestLangley 已提交
1900
			} else if ( material.isMeshDistanceMaterial ) {
1901

1902
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1903
				refreshUniformsDistance( m_uniforms, material );
1904

1905
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1906

1907
				refreshUniformsCommon( m_uniforms, material );
1908
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1909

1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1924 1925 1926 1927
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1928 1929
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1930
				m_uniforms.color.value.copy( material.color );
1931 1932
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1933 1934
			}

M
Mr.doob 已提交
1935 1936 1937
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1938 1939
			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
1940

1941
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1942 1943 1944

		}

1945 1946
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1947
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1948 1949 1950
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1951

1952 1953 1954 1955 1956 1957
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1958
		// common matrices
M
Mr.doob 已提交
1959

M
Mr.doob 已提交
1960 1961
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1962
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1963

T
tschw 已提交
1964
		return program;
A
arose 已提交
1965 1966 1967

	}

M
Mr.doob 已提交
1968 1969
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1970
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1971 1972 1973

		uniforms.opacity.value = material.opacity;

1974 1975
		if ( material.color ) {

T
Takahiro 已提交
1976
			uniforms.diffuse.value.copy( material.color );
1977 1978

		}
M
Mr.doob 已提交
1979

1980
		if ( material.emissive ) {
M
Mr.doob 已提交
1981

1982
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1983 1984 1985

		}

1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
		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
2012
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2013 2014 2015 2016

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

2017
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2018

2019
		}
M
Mr.doob 已提交
2020

2021 2022 2023 2024 2025 2026 2027
		if ( material.lightMap ) {

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

		}

2028
		if ( material.aoMap ) {
2029

2030 2031
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2032 2033 2034

		}

M
Mr.doob 已提交
2035
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2036 2037 2038 2039 2040
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2041
		// 6. emissive map
M
Mr.doob 已提交
2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2053 2054 2055 2056
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2057 2058 2059 2060 2061 2062 2063 2064
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2065 2066 2067 2068 2069 2070 2071 2072
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2073 2074 2075 2076
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2077 2078 2079 2080
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2081 2082 2083 2084
		}

		if ( uvScaleMap !== undefined ) {

2085
			// backwards compatibility
2086
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2087 2088 2089 2090 2091

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2092
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2093

W
WestLangley 已提交
2094
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2095

W
WestLangley 已提交
2096
			}
2097

2098
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2099 2100 2101

		}

M
Mr.doob 已提交
2102
	}
M
Mr.doob 已提交
2103

M
Mr.doob 已提交
2104
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2105

T
Takahiro 已提交
2106
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2107 2108
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2109
	}
M
Mr.doob 已提交
2110

M
Mr.doob 已提交
2111
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2112 2113 2114 2115 2116

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

M
Mr.doob 已提交
2117
	}
M
Mr.doob 已提交
2118

M
Mr.doob 已提交
2119
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2120

T
Takahiro 已提交
2121
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2122
		uniforms.opacity.value = material.opacity;
2123
		uniforms.size.value = material.size * _pixelRatio;
2124
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2125 2126 2127

		uniforms.map.value = material.map;

2128 2129
		if ( material.map !== null ) {

W
WestLangley 已提交
2130
			if ( material.map.matrixAutoUpdate === true ) {
2131

W
WestLangley 已提交
2132
				material.map.updateMatrix();
W
WestLangley 已提交
2133 2134

			}
2135

2136
			uniforms.uvTransform.value.copy( material.map.matrix );
2137 2138 2139

		}

2140 2141 2142 2143
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2144
		uniforms.diffuse.value.copy( material.color );
2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160
		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
2161
	}
M
Mr.doob 已提交
2162

M
Mr.doob 已提交
2163
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2164

T
Takahiro 已提交
2165
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2166

2167
		if ( fog.isFog ) {
M
Mr.doob 已提交
2168 2169 2170 2171

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

2172
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2173 2174 2175 2176 2177

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2178
	}
M
Mr.doob 已提交
2179

M
Mr.doob 已提交
2180
	function refreshUniformsLambert( uniforms, material ) {
2181 2182 2183 2184 2185 2186 2187 2188 2189

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2190
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2191

T
Takahiro 已提交
2192
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2193
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2194

2195
		if ( material.emissiveMap ) {
2196

2197
			uniforms.emissiveMap.value = material.emissiveMap;
2198

2199
		}
M
Mr.doob 已提交
2200

2201 2202 2203 2204
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2205
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2206

2207
		}
M
Mr.doob 已提交
2208

2209 2210 2211 2212
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2213
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2214 2215

		}
M
Mr.doob 已提交
2216

2217 2218 2219 2220 2221
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2222

2223
		}
2224

T
Takahiro 已提交
2225 2226 2227 2228 2229 2230
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2231
		if ( material.gradientMap ) {
T
Takahiro 已提交
2232

T
Takahiro 已提交
2233
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2234 2235 2236

		}

2237 2238
	}

M
Mr.doob 已提交
2239
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265

		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;
2266
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2267 2268 2269 2270 2271 2272 2273

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2274
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294

		}

		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
2295
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2296

2297 2298 2299 2300
		refreshUniformsStandard( uniforms, material );

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

2301 2302 2303
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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	}

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2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

2368 2369 2370 2371 2372 2373
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2374
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2375 2376 2377 2378 2379 2380 2381

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2382
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395

		}

		if ( material.displacementMap ) {

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

		}

	}

2396 2397
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2399

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2400
		uniforms.ambientLightColor.needsUpdate = value;
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		uniforms.lightProbe.needsUpdate = value;
2402

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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2406
		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
2408

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Mr.doob 已提交
2409
	}
2410

2411 2412 2413 2414 2415 2416 2417 2418
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2419
	this.getRenderTarget = function () {
2420 2421 2422

		return _currentRenderTarget;

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Michael Herzog 已提交
2423
	};
2424

2425
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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Mr.doob 已提交
2426

2427 2428
		_currentRenderTarget = renderTarget;

2429
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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Mr.doob 已提交
2430

2431
			textures.setupRenderTarget( renderTarget );
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2432 2433 2434

		}

2435
		var framebuffer = _framebuffer;
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2436
		var isCube = false;
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2437 2438 2439

		if ( renderTarget ) {

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2440
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2441

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2442
			if ( renderTarget.isWebGLRenderTargetCube ) {
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2443

2444
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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2445
				isCube = true;
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Mr.doob 已提交
2446

2447 2448 2449 2450
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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2453
				framebuffer = __webglFramebuffer;
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2454 2455 2456

			}

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Mr.doob 已提交
2457
			_currentViewport.copy( renderTarget.viewport );
2458 2459
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2460

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		} else {

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2463
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2464
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2465
			_currentScissorTest = _scissorTest;
2466

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Mr.doob 已提交
2467 2468
		}

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2469
		if ( _currentFramebuffer !== framebuffer ) {
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2470 2471 2472 2473 2474 2475

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

		}

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2476
		state.viewport( _currentViewport );
2477 2478
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2479

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Mr.doob 已提交
2480 2481 2482
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2483
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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2484 2485 2486

		}

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	};

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2489
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2490

0
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2491
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2492

2493
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2494
			return;
2495

G
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2496
		}
2497

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2498
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2499

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2500
		if ( framebuffer ) {
2501

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2502
			var restore = false;
2503

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2504
			if ( framebuffer !== _currentFramebuffer ) {
2505

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2506
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2507

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2508
				restore = true;
2509

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2510
			}
2511

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2512
			try {
2513

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2514
				var texture = renderTarget.texture;
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2515 2516
				var textureFormat = texture.format;
				var textureType = texture.type;
2517

2518
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2519

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Mr.doob 已提交
2520 2521
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2522

M
Mr.doob 已提交
2523
				}
2524

2525
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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2526 2527
					! ( 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' ) ) ) ) {
2528

M
Mr.doob 已提交
2529 2530
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2531

M
Mr.doob 已提交
2532
				}
2533

M
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2534
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2535

2536 2537
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2538
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2539

2540
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2541 2542

					}
2543

M
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2544
				} else {
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2545

M
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2546 2547 2548
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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2549

M
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2550
			} finally {
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2551

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2552 2553 2554
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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2555

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2556 2557 2558
				}

			}
M
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2559 2560 2561

		}

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2562 2563
	};

2564
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2565 2566 2567

		var width = texture.image.width;
		var height = texture.image.height;
2568
		var glFormat = utils.convert( texture.format );
2569

2570
		textures.setTexture2D( texture, 0 );
2571

2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582
		_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 );

2583
		textures.setTexture2D( dstTexture, 0 );
2584

2585 2586 2587 2588 2589 2590 2591 2592 2593
		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 );

		}
2594 2595 2596

	};

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Mr.doob 已提交
2597
}
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Rich Harris 已提交
2598

2599
export { WebGLRenderer };