WebGLRenderer.js 62.8 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

	this.domElement = _canvas;
	this.context = null;

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = null;

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

		vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );

	}
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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	this.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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		}

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	}
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	// Buffer rendering

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Mr.doob 已提交
627
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
628 629 630

		object.render( function ( object ) {

M
Mr.doob 已提交
631
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
632 633 634 635 636

		} );

	}

M
Mugen87 已提交
637
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
638

639
		state.initAttributes();
640

641
		var buffers = properties.get( object );
642

643 644 645 646
		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
647

648
		var programAttributes = program.getAttributes();
649

M
Mr.doob 已提交
650 651
		if ( object.hasPositions ) {

652
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
653
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
654

655 656
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
657 658 659 660 661

		}

		if ( object.hasNormals ) {

662
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
663
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
664

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

		}

670
		if ( object.hasUvs ) {
M
Mr.doob 已提交
671

672
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
673
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
674

675
			state.enableAttribute( programAttributes.uv );
676
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
677 678 679

		}

680
		if ( object.hasColors ) {
M
Mr.doob 已提交
681

682
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
683
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
684

685 686
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
687 688 689

		}

690
		state.disableUnusedAttributes();
691

M
Mr.doob 已提交
692 693 694 695 696 697
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

698
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
699

700
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
701 702

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
703

M
Mr.doob 已提交
704
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
705

M
Mr.doob 已提交
706
		var updateBuffers = false;
M
Mr.doob 已提交
707

708 709 710
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
711

M
Mr.doob 已提交
712 713
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
714
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
715 716 717 718
			updateBuffers = true;

		}

719
		if ( object.morphTargetInfluences ) {
720

721
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
722 723 724 725 726

			updateBuffers = true;

		}

727 728
		//

729
		var index = geometry.index;
730
		var position = geometry.attributes.position;
731
		var rangeFactor = 1;
732

733 734
		if ( material.wireframe === true ) {

735
			index = geometries.getWireframeAttribute( geometry );
736
			rangeFactor = 2;
737 738 739

		}

M
Mr.doob 已提交
740
		var attribute;
M
Mr.doob 已提交
741
		var renderer = bufferRenderer;
742

743
		if ( index !== null ) {
744

M
Mr.doob 已提交
745
			attribute = attributes.get( index );
746

747
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
748
			renderer.setIndex( attribute );
749

750
		}
M
Mr.doob 已提交
751

752
		if ( updateBuffers ) {
M
Mr.doob 已提交
753

754
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
755

756
			if ( index !== null ) {
757

M
Mr.doob 已提交
758
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
759 760 761

			}

762
		}
763

764 765
		//

766
		var dataCount = Infinity;
767

M
Mr.doob 已提交
768
		if ( index !== null ) {
769

M
Mr.doob 已提交
770
			dataCount = index.count;
771

M
Mr.doob 已提交
772
		} else if ( position !== undefined ) {
773

M
Mr.doob 已提交
774
			dataCount = position.count;
775

M
Mr.doob 已提交
776
		}
777

M
Mr.doob 已提交
778 779
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
780

M
Mr.doob 已提交
781 782
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
783

M
Mr.doob 已提交
784
		var drawStart = Math.max( rangeStart, groupStart );
785
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
786 787 788

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

789 790
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
791
		//
792

793
		if ( object.isMesh ) {
794

795
			if ( material.wireframe === true ) {
796

797
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
798
				renderer.setMode( _gl.LINES );
799

800
			} else {
M
Mr.doob 已提交
801 802

				switch ( object.drawMode ) {
803

R
Rich Harris 已提交
804
					case TrianglesDrawMode:
B
Ben Adams 已提交
805 806 807
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
808
					case TriangleStripDrawMode:
B
Ben Adams 已提交
809 810 811
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
812
					case TriangleFanDrawMode:
B
Ben Adams 已提交
813 814 815 816
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
817

818
			}
819

820

821
		} else if ( object.isLine ) {
822

823
			var lineWidth = material.linewidth;
824

825
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
826

827
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
828

829
			if ( object.isLineSegments ) {
830

831
				renderer.setMode( _gl.LINES );
832

833 834 835 836
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

837
			} else {
838

839
				renderer.setMode( _gl.LINE_STRIP );
840 841

			}
M
Mr.doob 已提交
842

843
		} else if ( object.isPoints ) {
844 845

			renderer.setMode( _gl.POINTS );
846

847 848 849 850
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

851
		}
852

T
Takahiro 已提交
853
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
854 855 856

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
857
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
858

J
jfranc 已提交
859
			}
860 861 862

		} else {

M
Mr.doob 已提交
863
			renderer.render( drawStart, drawCount );
864

M
Mr.doob 已提交
865 866 867 868
		}

	};

869
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
870

A
Alex Goldring 已提交
871
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
872

873
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
874

875
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
876
				return;
B
Ben Adams 已提交
877

M
Mr.doob 已提交
878 879 880
			}

		}
B
Ben Adams 已提交
881

882 883
		state.initAttributes();

884
		var geometryAttributes = geometry.attributes;
885

886
		var programAttributes = program.getAttributes();
887

888
		var materialDefaultAttributeValues = material.defaultAttributeValues;
889

890
		for ( var name in programAttributes ) {
891

892
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
893

M
Mr.doob 已提交
894
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
895

896
				var geometryAttribute = geometryAttributes[ name ];
897

M
Mr.doob 已提交
898
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
899

900
					var normalized = geometryAttribute.normalized;
901
					var size = geometryAttribute.itemSize;
902

M
Mr.doob 已提交
903
					var attribute = attributes.get( geometryAttribute );
904

905 906 907 908
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
909 910 911
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
912

A
aardgoose 已提交
913
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
914

M
Mr.doob 已提交
915 916 917 918
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
919
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
920

921
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
922

M
Mr.doob 已提交
923
							if ( geometry.maxInstancedCount === undefined ) {
924

D
dubejf 已提交
925
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
926

M
Mr.doob 已提交
927
							}
B
Ben Adams 已提交
928

M
Mr.doob 已提交
929
						} else {
B
Ben Adams 已提交
930

M
Mr.doob 已提交
931
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
932

M
Mr.doob 已提交
933
						}
B
Ben Adams 已提交
934

M
Mr.doob 已提交
935
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
936
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
937

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

A
aardgoose 已提交
940
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
941

942
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
945

D
dubejf 已提交
946
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
947

M
Mr.doob 已提交
948
							}
B
Ben Adams 已提交
949

M
Mr.doob 已提交
950 951 952 953
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
954
						}
B
Ben Adams 已提交
955

M
Mr.doob 已提交
956
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
957
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
958

B
Ben Adams 已提交
959
					}
M
Mr.doob 已提交
960

961 962
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
963
					var value = materialDefaultAttributeValues[ name ];
964

965
					if ( value !== undefined ) {
M
Mr.doob 已提交
966

967
						switch ( value.length ) {
M
Mr.doob 已提交
968

969 970 971
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
972

973 974 975
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
976

977 978 979
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
980

981 982
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
983 984

						}
M
Mr.doob 已提交
985 986 987 988 989 990 991 992

					}

				}

			}

		}
993

994
		state.disableUnusedAttributes();
995

M
Mr.doob 已提交
996 997
	}

M
Mr.doob 已提交
998
	// Compile
M
Mr.doob 已提交
999

M
Mr.doob 已提交
1000
	this.compile = function ( scene, camera ) {
1001

M
Mr.doob 已提交
1002
		currentRenderState = renderStates.get( scene, camera );
1003
		currentRenderState.init();
1004

M
Mr.doob 已提交
1005
		scene.traverse( function ( object ) {
G
gero3 已提交
1006 1007

			if ( object.isLight ) {
M
Mr.doob 已提交
1008

1009
				currentRenderState.pushLight( object );
1010 1011 1012

				if ( object.castShadow ) {

1013
					currentRenderState.pushShadow( object );
1014 1015

				}
M
Mr.doob 已提交
1016

G
gero3 已提交
1017
			}
M
Mr.doob 已提交
1018 1019 1020

		} );

1021
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1022 1023 1024 1025 1026

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1027
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1028

G
gero3 已提交
1029
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1030 1031 1032

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

G
gero3 已提交
1033
					}
M
Mr.doob 已提交
1034

G
gero3 已提交
1035
				} else {
M
Mr.doob 已提交
1036 1037 1038

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

G
gero3 已提交
1039
				}
M
Mr.doob 已提交
1040

G
gero3 已提交
1041
			}
M
Mr.doob 已提交
1042 1043

		} );
G
gero3 已提交
1044 1045

	};
1046

1047
	// Animation Loop
M
Mr.doob 已提交
1048

M
Mr.doob 已提交
1049
	var onAnimationFrameCallback = null;
1050

1051
	function onAnimationFrame( time ) {
1052

M
Mr.doob 已提交
1053
		if ( vr.isPresenting() ) return;
1054
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1055

1056
	}
1057

M
Mr.doob 已提交
1058 1059
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1060 1061

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1062

1063
	this.setAnimationLoop = function ( callback ) {
1064

M
Mr.doob 已提交
1065 1066
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1067

1068 1069
		animation.start();

1070 1071
	};

M
Mr.doob 已提交
1072 1073
	// Rendering

1074 1075
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1076
		var renderTarget, forceClear;
1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090

		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 ];

		}
1091

0
06wj 已提交
1092
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1093

1094
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1095 1096 1097 1098
			return;

		}

1099 1100
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1101 1102
		// reset caching for this frame

M
Mr.doob 已提交
1103 1104
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1105
		_currentGeometryProgram.wireframe = false;
1106
		_currentMaterialId = - 1;
1107
		_currentCamera = null;
M
Mr.doob 已提交
1108 1109 1110

		// update scene graph

1111
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1112 1113 1114

		// update camera matrices and frustum

1115
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1116

1117 1118 1119 1120 1121 1122
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1123 1124
		//

1125 1126
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1127

M
Marc-Sefan Cassola 已提交
1128
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1129

M
Mr.doob 已提交
1130 1131 1132
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1133
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1134
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1135

1136 1137 1138
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1139
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1140

M
Mr.doob 已提交
1141
		if ( _this.sortObjects === true ) {
1142

1143
			currentRenderList.sort();
M
Mr.doob 已提交
1144

1145 1146
		}

M
Mr.doob 已提交
1147
		//
M
Mr.doob 已提交
1148

T
tschw 已提交
1149
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1150

1151
		var shadowsArray = currentRenderState.state.shadowsArray;
1152

1153
		shadowMap.render( shadowsArray, scene, camera );
1154

1155
		currentRenderState.setupLights( camera );
1156

T
tschw 已提交
1157
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1158

M
Mr.doob 已提交
1159 1160
		//

A
Atrahasis 已提交
1161
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1162

1163
		if ( renderTarget !== undefined ) {
1164

1165
			this.setRenderTarget( renderTarget );
1166 1167 1168

		}

M
Mr.doob 已提交
1169 1170
		//

1171
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1172

1173
		// render scene
M
Mr.doob 已提交
1174

1175 1176 1177
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1178 1179
		if ( scene.overrideMaterial ) {

1180
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1181

M
Mr.doob 已提交
1182 1183
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1184

M
Mr.doob 已提交
1185 1186
		} else {

1187 1188
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1189
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1190 1191 1192

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

M
Mr.doob 已提交
1193
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1194

1195
		}
M
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1196

1197
		//
M
Mr.doob 已提交
1198

M
Marc-Sefan Cassola 已提交
1199
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1200

1201 1202
			// Generate mipmap if we're using any kind of mipmap filtering

1203
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1204

M
Mugen87 已提交
1205
			// resolve multisample renderbuffers to a single-sample texture if necessary
1206

1207
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1208

M
Mr.doob 已提交
1209 1210
		}

1211
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1212

1213 1214 1215
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1216

1217
		state.setPolygonOffset( false );
1218

1219
		scene.onAfterRender( _this, scene, camera );
1220

M
Mr.doob 已提交
1221
		if ( vr.enabled ) {
1222

1223
			vr.submitFrame();
1224

M
Mr.doob 已提交
1225
		}
M
Mr.doob 已提交
1226

M
Mr.doob 已提交
1227 1228
		// _gl.finish();

1229
		currentRenderList = null;
1230
		currentRenderState = null;
1231

M
Mr.doob 已提交
1232
	};
M
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1233

1234
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1235

1236
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1237

1238
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1239

1240
		if ( visible ) {
1241

1242 1243 1244 1245 1246
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1247

1248
				currentRenderState.pushLight( object );
1249 1250 1251

				if ( object.castShadow ) {

1252
					currentRenderState.pushShadow( object );
1253 1254

				}
M
Mr.doob 已提交
1255

1256
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1257

1258
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1259

1260 1261 1262 1263 1264 1265 1266 1267 1268 1269
					if ( sortObjects ) {

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

					}

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

1270
					currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
M
Mr.doob 已提交
1271

1272
				}
M
Mr.doob 已提交
1273

1274
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1275

1276
				if ( sortObjects ) {
M
Mr.doob 已提交
1277

1278 1279
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1280

1281
				}
M
Mr.doob 已提交
1282

1283
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1284

1285
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1286

1287
				if ( object.isSkinnedMesh ) {
1288

1289
					object.skeleton.update();
1290

1291
				}
1292

1293
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1294

1295 1296 1297 1298 1299 1300
					if ( sortObjects ) {

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

					}
1301

1302 1303
					var geometry = objects.update( object );
					var material = object.material;
1304

1305
					if ( Array.isArray( material ) ) {
1306

1307
						var groups = geometry.groups;
1308

1309
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1310

1311 1312
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1313

1314
							if ( groupMaterial && groupMaterial.visible ) {
1315

1316
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1317 1318

							}
M
Mr.doob 已提交
1319

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

1322
					} else if ( material.visible ) {
1323

1324
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1325

1326
					}
M
Mr.doob 已提交
1327

1328
				}
M
Mr.doob 已提交
1329

1330
			}
M
Mr.doob 已提交
1331

M
Mr.doob 已提交
1332
		}
M
Mr.doob 已提交
1333

M
Mr.doob 已提交
1334
		var children = object.children;
M
Mr.doob 已提交
1335

M
Mr.doob 已提交
1336 1337
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1338
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1339

1340
		}
1341

1342
	}
M
Mr.doob 已提交
1343

1344
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1345

M
Mr.doob 已提交
1346
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1347

1348
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1349

1350
			var object = renderItem.object;
M
Mr.doob 已提交
1351 1352 1353
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1354

M
Mr.doob 已提交
1355
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1356

1357 1358
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1359
				var cameras = camera.cameras;
M
Mr.doob 已提交
1360

M
Mr.doob 已提交
1361
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1362

M
Mr.doob 已提交
1363
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1364

1365
					if ( object.layers.test( camera2.layers ) ) {
1366

M
Mr.doob 已提交
1367 1368 1369 1370 1371 1372 1373
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1374

M
Mr.doob 已提交
1375 1376 1377 1378
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380 1381 1382
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
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 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1609
			// TODO (abelnation): add area lights shadow info to uniforms
1610

1611 1612
		}

T
tschw 已提交
1613 1614
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1615
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1616

T
tschw 已提交
1617
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1618

M
Mr.doob 已提交
1619
	}
M
Mr.doob 已提交
1620

1621
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1622 1623 1624

		_usedTextureUnits = 0;

1625
		var materialProperties = properties.get( material );
1626
		var lights = currentRenderState.state.lights;
1627

M
Mr.doob 已提交
1628 1629 1630
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1631 1632 1633 1634 1635
		if ( _clippingEnabled ) {

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

				var useCache =
1636 1637
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1638 1639 1640 1641

				// 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
1642
				_clipping.setState(
1643 1644
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1645 1646 1647 1648 1649

			}

		}

1650
		if ( material.needsUpdate === false ) {
1651

1652
			if ( materialProperties.program === undefined ) {
1653

1654
				material.needsUpdate = true;
1655

1656
			} else if ( material.fog && materialProperties.fog !== fog ) {
1657

M
Mr.doob 已提交
1658
				material.needsUpdate = true;
1659

M
Mr.doob 已提交
1660 1661 1662 1663 1664 1665 1666
			} 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 ) ) {
1667

1668
				material.needsUpdate = true;
1669

1670
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1671
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1672
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1673 1674 1675

				material.needsUpdate = true;

1676
			}
1677 1678 1679 1680

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1681

1682
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1683 1684 1685 1686
			material.needsUpdate = false;

		}

1687
		var refreshProgram = false;
M
Mr.doob 已提交
1688
		var refreshMaterial = false;
1689
		var refreshLights = false;
M
Mr.doob 已提交
1690

1691
		var program = materialProperties.program,
1692
			p_uniforms = program.getUniforms(),
1693
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1694

1695
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1696

1697
			refreshProgram = true;
M
Mr.doob 已提交
1698
			refreshMaterial = true;
1699
			refreshLights = true;
M
Mr.doob 已提交
1700 1701 1702 1703 1704 1705

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1706

M
Mr.doob 已提交
1707 1708 1709 1710
			refreshMaterial = true;

		}

1711
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1712

M
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1713
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1714

G
gero3 已提交
1715
			if ( capabilities.logarithmicDepthBuffer ) {
1716

T
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1717
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1718
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1719 1720 1721

			}

1722
			if ( _currentCamera !== camera ) {
1723

1724
				_currentCamera = camera;
1725 1726 1727 1728 1729 1730

				// 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
1731
				refreshLights = true;		// remains set until update done
1732 1733

			}
M
Mr.doob 已提交
1734

1735 1736 1737
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1738
			if ( material.isShaderMaterial ||
1739 1740 1741
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1742

T
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1743 1744 1745
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1746

T
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1747
					uCamPos.setValue( _gl,
1748
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1749 1750 1751 1752 1753

				}

			}

1754
			if ( material.isMeshPhongMaterial ||
1755 1756 1757 1758
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1759
				material.skinning ) {
1760

T
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1761
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1762 1763 1764

			}

M
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1765 1766 1767 1768 1769 1770
		}

		// 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

1771
		if ( material.skinning ) {
M
Mr.doob 已提交
1772

T
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1773 1774
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1775

T
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1776
			var skeleton = object.skeleton;
1777

T
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1778
			if ( skeleton ) {
1779

1780 1781
				var bones = skeleton.bones;

1782
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1783

1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794
					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
1795
						size = _Math.ceilPowerOfTwo( size );
1796 1797 1798 1799 1800 1801
						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 );
1802
						boneTexture.needsUpdate = true;
1803 1804 1805 1806 1807 1808 1809

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

					}

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1810 1811
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1812

T
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1813
				} else {
M
Mr.doob 已提交
1814

T
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1815
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1816 1817 1818 1819 1820 1821 1822 1823 1824

				}

			}

		}

		if ( refreshMaterial ) {

1825 1826 1827
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1828
			if ( material.lights ) {
M
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1829

1830
				// the current material requires lighting info
M
Mr.doob 已提交
1831

T
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1832 1833 1834 1835 1836 1837
				// 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
1838

T
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1839
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1840

T
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1841
			}
G
gero3 已提交
1842

T
tschw 已提交
1843
			// refresh uniforms common to several materials
G
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1844

T
tschw 已提交
1845
			if ( fog && material.fog ) {
G
gero3 已提交
1846

T
tschw 已提交
1847
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1848 1849 1850

			}

1851
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1852 1853 1854

				refreshUniformsCommon( m_uniforms, material );

1855
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1856

1857 1858
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1859

1860
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1861

1862
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1863

1864
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1865

1866
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1867

1868
				} else {
1869

1870
					refreshUniformsPhong( m_uniforms, material );
1871

1872
				}
T
Takahiro 已提交
1873

1874
			} else if ( material.isMeshStandardMaterial ) {
T
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1875

1876
				refreshUniformsCommon( m_uniforms, material );
1877

1878
				if ( material.isMeshPhysicalMaterial ) {
1879

1880
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1881

1882
				} else {
W
WestLangley 已提交
1883

1884
					refreshUniformsStandard( m_uniforms, material );
W
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1885

1886
				}
W
WestLangley 已提交
1887

W
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1888 1889 1890 1891 1892 1893
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1894
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1895

1896
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1897
				refreshUniformsDepth( m_uniforms, material );
1898

W
WestLangley 已提交
1899
			} else if ( material.isMeshDistanceMaterial ) {
1900

1901
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1902
				refreshUniformsDistance( m_uniforms, material );
1903

1904
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1905

1906
				refreshUniformsCommon( m_uniforms, material );
1907
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1908

1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1923 1924 1925 1926
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1927 1928 1929 1930 1931
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1932 1933
			}

M
Mr.doob 已提交
1934 1935 1936
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1937 1938
			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
1939

1940
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1941 1942 1943

		}

1944 1945 1946 1947 1948 1949
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1950

1951 1952 1953 1954 1955 1956
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1957
		// common matrices
M
Mr.doob 已提交
1958

M
Mr.doob 已提交
1959 1960
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1961
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1962

T
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1963
		return program;
A
arose 已提交
1964 1965 1966

	}

M
Mr.doob 已提交
1967 1968
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1969
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1970 1971 1972

		uniforms.opacity.value = material.opacity;

1973 1974 1975 1976 1977
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1978

1979
		if ( material.emissive ) {
M
Mr.doob 已提交
1980

1981
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1982 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
		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
2011
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2012 2013 2014 2015

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

2016
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2017

2018
		}
M
Mr.doob 已提交
2019

2020 2021 2022 2023 2024 2025 2026
		if ( material.lightMap ) {

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

		}

2027
		if ( material.aoMap ) {
2028

2029 2030
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2031 2032 2033

		}

M
Mr.doob 已提交
2034
		// uv repeat and offset setting priorities
M
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2035 2036 2037 2038 2039
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2040
		// 6. emissive map
M
Mr.doob 已提交
2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2052 2053 2054 2055
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2056 2057 2058 2059 2060 2061 2062 2063
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2064 2065 2066 2067 2068 2069 2070 2071
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2072 2073 2074 2075
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2076 2077 2078 2079
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2080 2081 2082 2083
		}

		if ( uvScaleMap !== undefined ) {

2084
			// backwards compatibility
2085
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2086 2087 2088 2089 2090

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2091
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2092

W
WestLangley 已提交
2093
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2094

W
WestLangley 已提交
2095
			}
2096

2097
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2098 2099 2100

		}

M
Mr.doob 已提交
2101
	}
M
Mr.doob 已提交
2102

M
Mr.doob 已提交
2103
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2104 2105 2106 2107

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

M
Mr.doob 已提交
2108
	}
M
Mr.doob 已提交
2109

M
Mr.doob 已提交
2110
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2111 2112 2113 2114 2115

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

M
Mr.doob 已提交
2116
	}
M
Mr.doob 已提交
2117

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

2120
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2121
		uniforms.opacity.value = material.opacity;
2122
		uniforms.size.value = material.size * _pixelRatio;
2123
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2124 2125 2126

		uniforms.map.value = material.map;

2127 2128
		if ( material.map !== null ) {

W
WestLangley 已提交
2129
			if ( material.map.matrixAutoUpdate === true ) {
2130

W
WestLangley 已提交
2131
				material.map.updateMatrix();
W
WestLangley 已提交
2132 2133

			}
2134

2135
			uniforms.uvTransform.value.copy( material.map.matrix );
2136 2137 2138

		}

2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159
	}

	function refreshUniformsSprites( uniforms, material ) {

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

		if ( material.map !== null ) {

			if ( material.map.matrixAutoUpdate === true ) {

				material.map.updateMatrix();

			}

			uniforms.uvTransform.value.copy( material.map.matrix );

		}

M
Mr.doob 已提交
2160
	}
M
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2161

M
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2162
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2163 2164 2165

		uniforms.fogColor.value = fog.color;

2166
		if ( fog.isFog ) {
M
Mr.doob 已提交
2167 2168 2169 2170

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

2171
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2172 2173 2174 2175 2176

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2177
	}
M
Mr.doob 已提交
2178

M
Mr.doob 已提交
2179
	function refreshUniformsLambert( uniforms, material ) {
2180 2181 2182 2183 2184 2185 2186 2187 2188

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2189
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2190

2191
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2192
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2193

2194
		if ( material.emissiveMap ) {
2195

2196
			uniforms.emissiveMap.value = material.emissiveMap;
2197

2198
		}
M
Mr.doob 已提交
2199

2200 2201 2202 2203
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2204
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2205

2206
		}
M
Mr.doob 已提交
2207

2208 2209 2210 2211
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2212
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2213 2214

		}
M
Mr.doob 已提交
2215

2216 2217 2218 2219 2220
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2221

2222
		}
2223

T
Takahiro 已提交
2224 2225 2226 2227 2228 2229
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2230
		if ( material.gradientMap ) {
T
Takahiro 已提交
2231

T
Takahiro 已提交
2232
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2233 2234 2235

		}

2236 2237
	}

M
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2238
	function refreshUniformsStandard( uniforms, material ) {
W
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2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264

		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;
2265
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2266 2267 2268 2269 2270 2271 2272

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2273
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293

		}

		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
2294
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2295

2296 2297 2298 2299
		refreshUniformsStandard( uniforms, material );

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

2300 2301 2302
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2303 2304
	}

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	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

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	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		if ( material.normalMap ) {

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

		if ( material.displacementMap ) {

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

		}

	}

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

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

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	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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

		_usedTextureUnits += 1;

		return textureUnit;

	}

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	this.allocTextureUnit = allocTextureUnit;
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	// this.setTexture2D = setTexture2D;
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	this.setTexture2D = ( function () {
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		var warned = false;
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		// backwards compatibility: peel texture.texture
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		return function setTexture2D( texture, slot ) {
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			if ( texture && texture.isWebGLRenderTarget ) {
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				if ( ! warned ) {
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					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
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				}
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				texture = texture.texture;
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2448
			}
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			textures.setTexture2D( texture, slot );
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2452
		};
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	}() );
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	this.setTexture3D = ( function () {
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		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
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			textures.setTexture3D( texture, slot );

		};

	}() );
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	this.setTexture = ( function () {
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		var warned = false;

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

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

			}

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			textures.setTexture2D( texture, slot );
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		};

	}() );

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	this.setTextureCube = ( function () {
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		var warned = false;

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		return function setTextureCube( texture, slot ) {
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			// backwards compatibility: peel texture.texture
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			if ( texture && texture.isWebGLRenderTargetCube ) {
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				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
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			if ( ( texture && texture.isCubeTexture ) ||
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				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
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				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
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				textures.setTextureCube( texture, slot );
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			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

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				textures.setTextureCubeDynamic( texture, slot );
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			}

		};

	}() );
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	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2536
	this.getRenderTarget = function () {
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		return _currentRenderTarget;

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	};
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2542
	this.setRenderTarget = function ( renderTarget ) {
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		_currentRenderTarget = renderTarget;

2546
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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			textures.setupRenderTarget( renderTarget );
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		}

2552
		var framebuffer = _framebuffer;
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		var isCube = false;
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		if ( renderTarget ) {

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

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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				framebuffer = __webglFramebuffer;
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			}

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			_currentViewport.copy( renderTarget.viewport );
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			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
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		} else {

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			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
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			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
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			_currentScissorTest = _scissorTest;
2583

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		}

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

		}

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		state.viewport( _currentViewport );
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		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
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		if ( isCube ) {

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

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	};

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	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
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		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
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2610
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
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			return;
2612

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		}
2614

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		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
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		if ( framebuffer ) {
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			var restore = false;
2620

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			if ( framebuffer !== _currentFramebuffer ) {
2622

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				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
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				restore = true;
2626

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			}
2628

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			try {
2630

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				var texture = renderTarget.texture;
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				var textureFormat = texture.format;
				var textureType = texture.type;
2634

2635
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2636

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2639

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				}
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2642
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2645

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2648

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2649
				}
2650

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2651
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2652

2653 2654
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2655
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2656

2657
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2658 2659

					}
2660

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2661
				} else {
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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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2667
			} finally {
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				if ( restore ) {

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

			}
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		}

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	};

2681
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2682 2683 2684

		var width = texture.image.width;
		var height = texture.image.height;
2685
		var glFormat = utils.convert( texture.format );
2686 2687 2688

		this.setTexture2D( texture, 0 );

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		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

		var width = srcTexture.image.width;
		var height = srcTexture.image.height;
		var glFormat = utils.convert( dstTexture.format );
		var glType = utils.convert( dstTexture.type );

		this.setTexture2D( dstTexture, 0 );

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		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

		}
2711 2712 2713

	};

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}
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2717
export { WebGLRenderer };