WebGLRenderer.js 61.3 KB
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import {
	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 { WebGLMultiview } from './webgl/WebGLMultiview.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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	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,
		_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,
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		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

	this.domElement = _canvas;

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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		_currentActiveCubeFace = 0,
		_currentActiveMipmapLevel = 0,
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
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		// geometry and program caching

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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		var contextAttributes = {
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			alpha: _alpha,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
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			preserveDrawingBuffer: _preserveDrawingBuffer,
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			powerPreference: _powerPreference,
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			failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
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			xrCompatible: true
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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 ).floor() );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
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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.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
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	this.vr = vr;
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	// Multiview

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	var multiview = new WebGLMultiview( _this, _gl, _gl.getContextAttributes() );
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	this.multiview = multiview;
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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 = Math.floor( width * _pixelRatio );
		_canvas.height = Math.floor( 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();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );
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		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 ).floor() );
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	};

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
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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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Mr.doob 已提交
618

619 620
		releaseMaterialProgramReference( material );

621
		properties.remove( material );
622

623
	}
624 625


626
	function releaseMaterialProgramReference( material ) {
627

628
		var programInfo = properties.get( material ).program;
M
Mr.doob 已提交
629 630 631

		material.program = undefined;

632
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
633

634
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
635

M
Mr.doob 已提交
636 637
		}

638
	}
M
Mr.doob 已提交
639 640 641

	// Buffer rendering

M
Mr.doob 已提交
642
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
643 644 645

		object.render( function ( object ) {

M
Mr.doob 已提交
646
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
647 648 649 650 651

		} );

	}

M
Mugen87 已提交
652
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
653

654
		state.initAttributes();
655

656
		var buffers = properties.get( object );
657

658 659 660 661
		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
662

663
		var programAttributes = program.getAttributes();
664

M
Mr.doob 已提交
665 666
		if ( object.hasPositions ) {

667
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
668
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
669

670 671
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
672 673 674 675 676

		}

		if ( object.hasNormals ) {

677
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
678
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
679

680 681
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
682 683 684

		}

685
		if ( object.hasUvs ) {
M
Mr.doob 已提交
686

687
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
688
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
689

690
			state.enableAttribute( programAttributes.uv );
691
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
692 693 694

		}

695
		if ( object.hasColors ) {
M
Mr.doob 已提交
696

697
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
698
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
699

700 701
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
702 703 704

		}

705
		state.disableUnusedAttributes();
706

M
Mr.doob 已提交
707 708 709 710 711 712
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

713
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
714

715
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
716 717

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
718

M
Mr.doob 已提交
719
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
720

M
Mr.doob 已提交
721
		var updateBuffers = false;
M
Mr.doob 已提交
722

723 724 725
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
726

M
Mr.doob 已提交
727 728
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
729
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
730 731 732 733
			updateBuffers = true;

		}

734
		if ( object.morphTargetInfluences ) {
735

736
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
737 738 739 740 741

			updateBuffers = true;

		}

742 743
		//

744
		var index = geometry.index;
745
		var position = geometry.attributes.position;
746
		var rangeFactor = 1;
747

748 749
		if ( material.wireframe === true ) {

750
			index = geometries.getWireframeAttribute( geometry );
751
			rangeFactor = 2;
752 753 754

		}

M
Mr.doob 已提交
755
		var attribute;
M
Mr.doob 已提交
756
		var renderer = bufferRenderer;
757

758
		if ( index !== null ) {
759

M
Mr.doob 已提交
760
			attribute = attributes.get( index );
761

762
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
763
			renderer.setIndex( attribute );
764

765
		}
M
Mr.doob 已提交
766

767
		if ( updateBuffers ) {
M
Mr.doob 已提交
768

769
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
770

771
			if ( index !== null ) {
772

M
Mr.doob 已提交
773
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
774 775 776

			}

777
		}
778

779 780
		//

781
		var dataCount = Infinity;
782

M
Mr.doob 已提交
783
		if ( index !== null ) {
784

M
Mr.doob 已提交
785
			dataCount = index.count;
786

M
Mr.doob 已提交
787
		} else if ( position !== undefined ) {
788

M
Mr.doob 已提交
789
			dataCount = position.count;
790

M
Mr.doob 已提交
791
		}
792

M
Mr.doob 已提交
793 794
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
795

M
Mr.doob 已提交
796 797
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
798

M
Mr.doob 已提交
799
		var drawStart = Math.max( rangeStart, groupStart );
800
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
801 802 803

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

804 805
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
806
		//
807

808
		if ( object.isMesh ) {
809

810
			if ( material.wireframe === true ) {
811

812
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
813
				renderer.setMode( _gl.LINES );
814

815
			} else {
M
Mr.doob 已提交
816 817

				switch ( object.drawMode ) {
818

R
Rich Harris 已提交
819
					case TrianglesDrawMode:
B
Ben Adams 已提交
820 821 822
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
823
					case TriangleStripDrawMode:
B
Ben Adams 已提交
824 825 826
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
827
					case TriangleFanDrawMode:
B
Ben Adams 已提交
828 829 830 831
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
832

833
			}
834

835

836
		} else if ( object.isLine ) {
837

838
			var lineWidth = material.linewidth;
839

840
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
841

842
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
843

844
			if ( object.isLineSegments ) {
845

846
				renderer.setMode( _gl.LINES );
847

848 849 850 851
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

852
			} else {
853

854
				renderer.setMode( _gl.LINE_STRIP );
855 856

			}
M
Mr.doob 已提交
857

858
		} else if ( object.isPoints ) {
859 860

			renderer.setMode( _gl.POINTS );
861

862 863 864 865
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

866
		}
867

T
Takahiro 已提交
868
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
869 870 871

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
872
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
873

J
jfranc 已提交
874
			}
875 876 877

		} else {

M
Mr.doob 已提交
878
			renderer.render( drawStart, drawCount );
879

M
Mr.doob 已提交
880 881 882 883
		}

	};

884
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
885

A
Alex Goldring 已提交
886
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
887

888
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
889

890
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
891
				return;
B
Ben Adams 已提交
892

M
Mr.doob 已提交
893 894 895
			}

		}
B
Ben Adams 已提交
896

897 898
		state.initAttributes();

899
		var geometryAttributes = geometry.attributes;
900

901
		var programAttributes = program.getAttributes();
902

903
		var materialDefaultAttributeValues = material.defaultAttributeValues;
904

905
		for ( var name in programAttributes ) {
906

907
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
908

M
Mr.doob 已提交
909
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
910

911
				var geometryAttribute = geometryAttributes[ name ];
912

M
Mr.doob 已提交
913
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
914

915
					var normalized = geometryAttribute.normalized;
916
					var size = geometryAttribute.itemSize;
917

M
Mr.doob 已提交
918
					var attribute = attributes.get( geometryAttribute );
919

920 921 922 923
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
924 925 926
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
927

A
aardgoose 已提交
928
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
929

M
Mr.doob 已提交
930 931 932 933
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
934
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
935

936
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
937

M
Mr.doob 已提交
938
							if ( geometry.maxInstancedCount === undefined ) {
939

D
dubejf 已提交
940
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
941

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

M
Mr.doob 已提交
944
						} else {
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
							state.enableAttribute( programAttribute );
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
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
951
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
952

M
Mr.doob 已提交
953
					} else {
B
Ben Adams 已提交
954

A
aardgoose 已提交
955
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
956

957
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
960

D
dubejf 已提交
961
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
962

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

M
Mr.doob 已提交
965 966 967 968
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
969
						}
B
Ben Adams 已提交
970

M
Mr.doob 已提交
971
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
972
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
973

B
Ben Adams 已提交
974
					}
M
Mr.doob 已提交
975

976 977
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
978
					var value = materialDefaultAttributeValues[ name ];
979

980
					if ( value !== undefined ) {
M
Mr.doob 已提交
981

982
						switch ( value.length ) {
M
Mr.doob 已提交
983

984 985 986
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
987

988 989 990
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
991

992 993 994
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
995

996 997
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
998 999

						}
M
Mr.doob 已提交
1000 1001 1002 1003 1004 1005 1006 1007

					}

				}

			}

		}
1008

1009
		state.disableUnusedAttributes();
1010

M
Mr.doob 已提交
1011 1012
	}

M
Mr.doob 已提交
1013
	// Compile
M
Mr.doob 已提交
1014

M
Mr.doob 已提交
1015
	this.compile = function ( scene, camera ) {
1016

M
Mr.doob 已提交
1017
		currentRenderState = renderStates.get( scene, camera );
1018
		currentRenderState.init();
1019

M
Mr.doob 已提交
1020
		scene.traverse( function ( object ) {
G
gero3 已提交
1021 1022

			if ( object.isLight ) {
M
Mr.doob 已提交
1023

1024
				currentRenderState.pushLight( object );
1025 1026 1027

				if ( object.castShadow ) {

1028
					currentRenderState.pushShadow( object );
1029 1030

				}
M
Mr.doob 已提交
1031

G
gero3 已提交
1032
			}
M
Mr.doob 已提交
1033 1034 1035

		} );

1036
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1037 1038 1039 1040 1041

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1042
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1043

G
gero3 已提交
1044
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1045 1046 1047

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

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

G
gero3 已提交
1050
				} else {
M
Mr.doob 已提交
1051 1052 1053

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

G
gero3 已提交
1054
				}
M
Mr.doob 已提交
1055

G
gero3 已提交
1056
			}
M
Mr.doob 已提交
1057 1058

		} );
G
gero3 已提交
1059 1060

	};
1061

1062
	// Animation Loop
M
Mr.doob 已提交
1063

M
Mr.doob 已提交
1064
	var onAnimationFrameCallback = null;
1065

1066
	function onAnimationFrame( time ) {
1067

M
Mr.doob 已提交
1068
		if ( vr.isPresenting() ) return;
1069
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1070

1071
	}
1072

M
Mr.doob 已提交
1073 1074
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1075 1076

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1077

1078
	this.setAnimationLoop = function ( callback ) {
1079

M
Mr.doob 已提交
1080 1081
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1082

1083 1084
		animation.start();

1085 1086
	};

M
Mr.doob 已提交
1087 1088
	// Rendering

1089 1090
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1091
		var renderTarget, forceClear;
1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105

		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 ];

		}
1106

0
06wj 已提交
1107
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1108

1109
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1110 1111 1112 1113
			return;

		}

1114 1115
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1116 1117
		// reset caching for this frame

M
Mr.doob 已提交
1118 1119
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1120
		_currentGeometryProgram.wireframe = false;
1121
		_currentMaterialId = - 1;
1122
		_currentCamera = null;
M
Mr.doob 已提交
1123 1124 1125

		// update scene graph

1126
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1127 1128 1129

		// update camera matrices and frustum

1130
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1131

1132 1133 1134 1135 1136 1137
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1138 1139
		//

1140 1141
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1142

M
Marc-Sefan Cassola 已提交
1143
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1144

M
Mr.doob 已提交
1145 1146 1147
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1148
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1149
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1150

1151 1152 1153
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1154
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1155

M
Mr.doob 已提交
1156
		if ( _this.sortObjects === true ) {
1157

1158
			currentRenderList.sort();
M
Mr.doob 已提交
1159

1160 1161
		}

M
Mr.doob 已提交
1162
		//
M
Mr.doob 已提交
1163

T
tschw 已提交
1164
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1165

1166
		var shadowsArray = currentRenderState.state.shadowsArray;
1167

1168
		shadowMap.render( shadowsArray, scene, camera );
1169

1170
		currentRenderState.setupLights( camera );
1171

T
tschw 已提交
1172
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1173

M
Mr.doob 已提交
1174 1175
		//

A
Atrahasis 已提交
1176
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1177

1178
		if ( renderTarget !== undefined ) {
1179

1180
			this.setRenderTarget( renderTarget );
1181

1182
		}
1183

1184
		if ( multiview.isAvailable() ) {
1185

1186
			multiview.attachRenderTarget( camera );
1187

1188
		}
1189

M
Mr.doob 已提交
1190 1191
		//

1192
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1193

1194
		// render scene
M
Mr.doob 已提交
1195

1196 1197 1198
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1199 1200
		if ( scene.overrideMaterial ) {

1201
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1202

M
Mr.doob 已提交
1203 1204
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1205

M
Mr.doob 已提交
1206 1207
		} else {

1208 1209
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1210
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1211 1212 1213

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

M
Mr.doob 已提交
1214
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1215

1216
		}
M
Mr.doob 已提交
1217

1218
		//
M
Mr.doob 已提交
1219

1220 1221 1222 1223
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1224
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1225

1226 1227
			// Generate mipmap if we're using any kind of mipmap filtering

1228
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1229

M
Mugen87 已提交
1230
			// resolve multisample renderbuffers to a single-sample texture if necessary
1231

1232
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1233

M
Mr.doob 已提交
1234 1235
		}

1236
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1237

1238 1239 1240
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1241

1242
		state.setPolygonOffset( false );
1243

1244
		if ( multiview.isAvailable() ) {
1245

1246
			multiview.detachRenderTarget( camera );
1247 1248 1249

		}

M
Mr.doob 已提交
1250
		if ( vr.enabled ) {
1251

1252
			vr.submitFrame();
1253

M
Mr.doob 已提交
1254
		}
M
Mr.doob 已提交
1255

M
Mr.doob 已提交
1256 1257
		// _gl.finish();

1258
		currentRenderList = null;
1259
		currentRenderState = null;
1260

M
Mr.doob 已提交
1261
	};
M
Mr.doob 已提交
1262

1263
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1264

1265
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1266

1267
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1268

1269
		if ( visible ) {
1270

1271 1272 1273 1274
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1275 1276
			} else if ( object.isLOD ) {

1277
				if ( object.autoUpdate === true ) object.update( camera );
T
Takahiro 已提交
1278

1279
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1280

1281
				currentRenderState.pushLight( object );
1282 1283 1284

				if ( object.castShadow ) {

1285
					currentRenderState.pushShadow( object );
1286 1287

				}
M
Mr.doob 已提交
1288

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

1291
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1292

1293 1294 1295 1296 1297 1298 1299 1300 1301 1302
					if ( sortObjects ) {

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

					}

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

1303 1304 1305 1306 1307
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1308

1309
				}
M
Mr.doob 已提交
1310

1311
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1312

1313
				if ( sortObjects ) {
M
Mr.doob 已提交
1314

1315 1316
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1317

1318
				}
M
Mr.doob 已提交
1319

1320
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1321

1322
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1323

1324
				if ( object.isSkinnedMesh ) {
1325

1326
					object.skeleton.update();
1327

1328
				}
1329

1330
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1331

1332 1333 1334 1335 1336 1337
					if ( sortObjects ) {

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

					}
1338

1339 1340
					var geometry = objects.update( object );
					var material = object.material;
1341

1342
					if ( Array.isArray( material ) ) {
1343

1344
						var groups = geometry.groups;
1345

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

1348 1349
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1350

1351
							if ( groupMaterial && groupMaterial.visible ) {
1352

1353
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1354 1355

							}
M
Mr.doob 已提交
1356

M
Mr.doob 已提交
1357
						}
M
Mr.doob 已提交
1358

1359
					} else if ( material.visible ) {
1360

1361
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1362

1363
					}
M
Mr.doob 已提交
1364

1365
				}
M
Mr.doob 已提交
1366

1367
			}
M
Mr.doob 已提交
1368

M
Mr.doob 已提交
1369
		}
M
Mr.doob 已提交
1370

M
Mr.doob 已提交
1371
		var children = object.children;
M
Mr.doob 已提交
1372

M
Mr.doob 已提交
1373 1374
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1375
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1376

1377
		}
1378

1379
	}
M
Mr.doob 已提交
1380

1381
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1382

1383
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1384

1385
			var renderItem = renderList[ i ];
1386

1387 1388 1389 1390
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1391

1392
			if ( multiview.isAvailable() ) {
1393

1394
				_currentArrayCamera = camera;
1395

1396
				renderObject(	object, scene, camera, geometry, material, group );
1397

1398
			} else if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1399

1400
				_currentArrayCamera = camera;
M
Mr.doob 已提交
1401

1402
				var cameras = camera.cameras;
M
Mr.doob 已提交
1403

1404
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
1405

1406
					var camera2 = cameras[ j ];
1407

1408
					if ( object.layers.test( camera2.layers ) ) {
1409

1410
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1411

1412
						currentRenderState.setupLights( camera2 );
1413

1414
						renderObject( object, scene, camera2, geometry, material, group );
1415 1416

					}
M
Mr.doob 已提交
1417

1418
				}
1419

1420
			} else {
M
Mr.doob 已提交
1421

1422
				_currentArrayCamera = null;
1423

1424
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1425

M
Mr.doob 已提交
1426
			}
M
Mr.doob 已提交
1427

1428
		}
M
Mr.doob 已提交
1429

1430
	}
G
gero3 已提交
1431

M
Mr.doob 已提交
1432 1433
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1434
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1435
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1436

1437 1438
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1439 1440 1441

		if ( object.isImmediateRenderObject ) {

1442
			state.setMaterial( material );
M
Mr.doob 已提交
1443 1444 1445

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

M
Mr.doob 已提交
1446 1447
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1448
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1449

M
Mr.doob 已提交
1450
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1451 1452 1453

		} else {

M
Mugen87 已提交
1454
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1455 1456 1457

		}

M
Mr.doob 已提交
1458
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1459
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1460

M
Mr.doob 已提交
1461 1462
	}

1463
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1464

1465
		var materialProperties = properties.get( material );
G
gero3 已提交
1466

1467 1468
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1469

A
aardgoose 已提交
1470
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1471

T
tschw 已提交
1472
		var parameters = programCache.getParameters(
1473
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1474

G
gero3 已提交
1475
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1476

1477
		var program = materialProperties.program;
T
tschw 已提交
1478
		var programChange = true;
1479

1480
		if ( program === undefined ) {
B
Ben Adams 已提交
1481

M
Mr.doob 已提交
1482 1483
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1484

1485
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1486

M
Mr.doob 已提交
1487
			// changed glsl or parameters
1488
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1489

A
aardgoose 已提交
1490
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1491

A
aardgoose 已提交
1492
			materialProperties.lightsStateVersion = lightsStateVersion;
1493 1494 1495

			programChange = false;

G
gero3 已提交
1496
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1497

T
tschw 已提交
1498
			// same glsl and uniform list
T
tschw 已提交
1499 1500
			return;

T
tschw 已提交
1501
		} else {
B
Ben Adams 已提交
1502

T
tschw 已提交
1503 1504
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1505 1506 1507

		}

1508
		if ( programChange ) {
B
Ben Adams 已提交
1509

1510
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1511

R
Rich Harris 已提交
1512
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1513

1514
				materialProperties.shader = {
1515
					name: material.type,
M
Mr.doob 已提交
1516
					uniforms: cloneUniforms( shader.uniforms ),
1517
					vertexShader: shader.vertexShader,
1518
					fragmentShader: shader.fragmentShader
1519
				};
B
Ben Adams 已提交
1520

1521
			} else {
B
Ben Adams 已提交
1522

1523
				materialProperties.shader = {
1524 1525 1526
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1527
					fragmentShader: material.fragmentShader
1528
				};
G
gero3 已提交
1529

1530
			}
G
gero3 已提交
1531

1532
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1533

1534
			// Computing code again as onBeforeCompile may have changed the shaders
1535 1536
			code = programCache.getProgramCode( material, parameters );

1537
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1538

1539 1540
			materialProperties.program = program;
			material.program = program;
1541 1542 1543

		}

1544
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1545 1546 1547 1548 1549

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1550
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1551

1552
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1566
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1567

1568
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1569 1570 1571 1572 1573 1574 1575 1576 1577

					material.numSupportedMorphNormals ++;

				}

			}

		}

1578
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1579

1580
		if ( ! material.isShaderMaterial &&
1581 1582
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1583

T
tschw 已提交
1584
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1585
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1586
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1587 1588 1589

		}

1590
		materialProperties.fog = fog;
1591

1592
		// store the light setup it was created for
1593

A
aardgoose 已提交
1594
		materialProperties.lightsStateVersion = lightsStateVersion;
1595

M
Mr.doob 已提交
1596
		if ( material.lights ) {
1597 1598 1599

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

1600
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1601
			uniforms.lightProbe.value = lights.state.probe;
1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613
			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;
1614
			// TODO (abelnation): add area lights shadow info to uniforms
1615

1616 1617
		}

T
tschw 已提交
1618 1619
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1620
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1621

T
tschw 已提交
1622
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1623

M
Mr.doob 已提交
1624
	}
M
Mr.doob 已提交
1625

1626
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1627

1628
		textures.resetTextureUnits();
M
Mr.doob 已提交
1629

1630
		var materialProperties = properties.get( material );
1631
		var lights = currentRenderState.state.lights;
1632

T
tschw 已提交
1633 1634 1635 1636 1637
		if ( _clippingEnabled ) {

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

				var useCache =
1638 1639
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1640 1641 1642 1643

				// 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
1644
				_clipping.setState(
1645 1646
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1647 1648 1649 1650 1651

			}

		}

1652
		if ( material.needsUpdate === false ) {
1653

1654
			if ( materialProperties.program === undefined ) {
1655

1656
				material.needsUpdate = true;
1657

1658
			} else if ( material.fog && materialProperties.fog !== fog ) {
1659

M
Mr.doob 已提交
1660
				material.needsUpdate = true;
1661

A
aardgoose 已提交
1662
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1663

1664
				material.needsUpdate = true;
1665

1666
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1667
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1668
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1669 1670 1671

				material.needsUpdate = true;

1672
			}
1673 1674 1675 1676

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1677

1678
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1679 1680 1681 1682
			material.needsUpdate = false;

		}

1683
		var refreshProgram = false;
M
Mr.doob 已提交
1684
		var refreshMaterial = false;
1685
		var refreshLights = false;
M
Mr.doob 已提交
1686

1687
		var program = materialProperties.program,
1688
			p_uniforms = program.getUniforms(),
1689
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1690

1691
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1692

1693
			refreshProgram = true;
M
Mr.doob 已提交
1694
			refreshMaterial = true;
1695
			refreshLights = true;
M
Mr.doob 已提交
1696 1697 1698 1699 1700 1701

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1702

M
Mr.doob 已提交
1703 1704 1705 1706
			refreshMaterial = true;

		}

1707
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1708

1709
			if ( program.numMultiviewViews > 0 ) {
1710

1711
				multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
1712 1713 1714 1715 1716 1717

			} else {

				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

			}
M
Mr.doob 已提交
1718

G
gero3 已提交
1719
			if ( capabilities.logarithmicDepthBuffer ) {
1720

T
tschw 已提交
1721
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1722
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1723 1724 1725

			}

1726
			if ( _currentCamera !== camera ) {
1727

1728
				_currentCamera = camera;
1729 1730 1731 1732 1733 1734

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

				refreshMaterial = true;		// set to true on material change
T
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1735
				refreshLights = true;		// remains set until update done
1736 1737

			}
M
Mr.doob 已提交
1738

1739 1740 1741
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1742
			if ( material.isShaderMaterial ||
1743 1744 1745
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1746

T
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1747 1748 1749
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1750

T
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1751
					uCamPos.setValue( _gl,
1752
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1753 1754 1755 1756 1757

				}

			}

1758
			if ( material.isMeshPhongMaterial ||
1759 1760 1761 1762
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1763
				material.skinning ) {
1764

1765
				if ( program.numMultiviewViews > 0 ) {
1766

1767
					multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
1768 1769 1770 1771 1772 1773

				} else {

					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

				}
1774 1775 1776

			}

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1777 1778 1779 1780 1781 1782
		}

		// 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

1783
		if ( material.skinning ) {
M
Mr.doob 已提交
1784

T
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1785 1786
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1787

T
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1788
			var skeleton = object.skeleton;
1789

T
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1790
			if ( skeleton ) {
1791

1792 1793
				var bones = skeleton.bones;

1794
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1795

1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806
					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
1807
						size = _Math.ceilPowerOfTwo( size );
1808 1809 1810 1811 1812 1813
						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 );
1814
						boneTexture.needsUpdate = true;
1815 1816 1817 1818 1819 1820 1821

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

					}

1822
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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Mr.doob 已提交
1823
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1824

T
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1825
				} else {
M
Mr.doob 已提交
1826

T
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1827
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1828 1829 1830 1831 1832 1833 1834 1835 1836

				}

			}

		}

		if ( refreshMaterial ) {

1837 1838 1839
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1840
			if ( material.lights ) {
M
Mr.doob 已提交
1841

1842
				// the current material requires lighting info
M
Mr.doob 已提交
1843

T
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1844 1845 1846 1847 1848 1849
				// 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
1850

T
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1851
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1852

T
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1853
			}
G
gero3 已提交
1854

T
tschw 已提交
1855
			// refresh uniforms common to several materials
G
gero3 已提交
1856

T
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1857
			if ( fog && material.fog ) {
G
gero3 已提交
1858

T
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1859
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1860 1861 1862

			}

1863
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1864 1865 1866

				refreshUniformsCommon( m_uniforms, material );

1867
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1868

1869 1870
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1871

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

1874
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1875

1876
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1877

1878
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1879

1880
				} else {
1881

1882
					refreshUniformsPhong( m_uniforms, material );
1883

1884
				}
T
Takahiro 已提交
1885

1886
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1887

1888
				refreshUniformsCommon( m_uniforms, material );
1889

1890
				if ( material.isMeshPhysicalMaterial ) {
1891

1892
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1893

1894
				} else {
W
WestLangley 已提交
1895

1896
					refreshUniformsStandard( m_uniforms, material );
W
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1897

1898
				}
W
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1899

W
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1900 1901 1902 1903 1904 1905
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1906
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1907

1908
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1909
				refreshUniformsDepth( m_uniforms, material );
1910

W
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1911
			} else if ( material.isMeshDistanceMaterial ) {
1912

1913
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1914
				refreshUniformsDistance( m_uniforms, material );
1915

1916
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1917

1918
				refreshUniformsCommon( m_uniforms, material );
1919
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1920

1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1935 1936 1937 1938
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1939 1940
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1941
				m_uniforms.color.value.copy( material.color );
1942 1943
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1944 1945
			}

M
Mr.doob 已提交
1946 1947 1948
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1949 1950
			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
1951

1952
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1953 1954 1955

		}

1956 1957
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1958
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1959 1960 1961
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1962

1963 1964 1965 1966 1967 1968
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1969
		// common matrices
M
Mr.doob 已提交
1970

1971
		if ( program.numMultiviewViews > 0 ) {
1972

1973
			multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
1974 1975 1976 1977 1978 1979 1980 1981

		} else {

			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );

		}

T
tschw 已提交
1982
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1983

T
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1984
		return program;
A
arose 已提交
1985 1986 1987

	}

M
Mr.doob 已提交
1988 1989
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1990
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1991 1992 1993

		uniforms.opacity.value = material.opacity;

1994 1995
		if ( material.color ) {

T
Takahiro 已提交
1996
			uniforms.diffuse.value.copy( material.color );
1997 1998

		}
M
Mr.doob 已提交
1999

2000
		if ( material.emissive ) {
M
Mr.doob 已提交
2001

2002
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2003 2004 2005

		}

2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031
		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
2032
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2033 2034 2035 2036

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

2037
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2038

2039
		}
M
Mr.doob 已提交
2040

2041 2042 2043 2044 2045 2046 2047
		if ( material.lightMap ) {

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

		}

2048
		if ( material.aoMap ) {
2049

2050 2051
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2052 2053 2054

		}

M
Mr.doob 已提交
2055
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2056 2057 2058 2059 2060
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2061
		// 6. emissive map
M
Mr.doob 已提交
2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2077 2078 2079 2080 2081 2082 2083 2084
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2085 2086 2087 2088 2089 2090 2091 2092
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2093 2094 2095 2096
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2097 2098 2099 2100
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2101 2102 2103 2104
		}

		if ( uvScaleMap !== undefined ) {

2105
			// backwards compatibility
2106
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2107 2108 2109 2110 2111

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2112
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2113

W
WestLangley 已提交
2114
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2115

W
WestLangley 已提交
2116
			}
2117

2118
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2119 2120 2121

		}

M
Mr.doob 已提交
2122
	}
M
Mr.doob 已提交
2123

M
Mr.doob 已提交
2124
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2125

T
Takahiro 已提交
2126
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2127 2128
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2129
	}
M
Mr.doob 已提交
2130

M
Mr.doob 已提交
2131
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2132 2133 2134 2135 2136

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

M
Mr.doob 已提交
2137
	}
M
Mr.doob 已提交
2138

M
Mr.doob 已提交
2139
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2140

T
Takahiro 已提交
2141
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2142
		uniforms.opacity.value = material.opacity;
2143
		uniforms.size.value = material.size * _pixelRatio;
2144
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2145 2146 2147

		uniforms.map.value = material.map;

2148 2149
		if ( material.map !== null ) {

W
WestLangley 已提交
2150
			if ( material.map.matrixAutoUpdate === true ) {
2151

W
WestLangley 已提交
2152
				material.map.updateMatrix();
W
WestLangley 已提交
2153 2154

			}
2155

2156
			uniforms.uvTransform.value.copy( material.map.matrix );
2157 2158 2159

		}

2160 2161 2162 2163
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2164
		uniforms.diffuse.value.copy( material.color );
2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180
		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
2181
	}
M
Mr.doob 已提交
2182

M
Mr.doob 已提交
2183
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2184

T
Takahiro 已提交
2185
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2186

2187
		if ( fog.isFog ) {
M
Mr.doob 已提交
2188 2189 2190 2191

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

2192
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2193 2194 2195 2196 2197

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2198
	}
M
Mr.doob 已提交
2199

M
Mr.doob 已提交
2200
	function refreshUniformsLambert( uniforms, material ) {
2201 2202 2203 2204 2205 2206 2207 2208 2209

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2210
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2211

T
Takahiro 已提交
2212
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2213
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2214

2215
		if ( material.emissiveMap ) {
2216

2217
			uniforms.emissiveMap.value = material.emissiveMap;
2218

2219
		}
M
Mr.doob 已提交
2220

2221 2222 2223 2224
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2225
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2226

2227
		}
M
Mr.doob 已提交
2228

2229 2230 2231 2232
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2233
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2234 2235

		}
M
Mr.doob 已提交
2236

2237 2238 2239 2240 2241
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2242

2243
		}
2244

T
Takahiro 已提交
2245 2246 2247 2248 2249 2250
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2251
		if ( material.gradientMap ) {
T
Takahiro 已提交
2252

T
Takahiro 已提交
2253
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2254 2255 2256

		}

2257 2258
	}

M
Mr.doob 已提交
2259
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285

		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;
2286
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2287 2288 2289 2290 2291 2292 2293

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2294
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314

		}

		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
2315
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2316

2317 2318 2319 2320
		refreshUniformsStandard( uniforms, material );

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

2321 2322
		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
2323
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
2324

2325
		if ( material.clearcoatNormalMap ) {
2326

2327 2328
			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
2329

A
Linting  
arobertson0 已提交
2330 2331
			if ( material.side === BackSide ) {

2332
				uniforms.clearcoatNormalScale.value.negate();
A
Linting  
arobertson0 已提交
2333

A
arobertson0 已提交
2334
			}
A
arobertson0 已提交
2335 2336

		}
2337

2338 2339
		uniforms.transparency.value = material.transparency;

W
WestLangley 已提交
2340 2341
	}

W
WestLangley 已提交
2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375
	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;

		}

	}

W
WestLangley 已提交
2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403
	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;

	}

2404 2405 2406 2407 2408 2409
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2410
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2411 2412 2413 2414 2415 2416 2417

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2418
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431

		}

		if ( material.displacementMap ) {

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

		}

	}

2432 2433
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2434
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2435

M
Mr.doob 已提交
2436
		uniforms.ambientLightColor.needsUpdate = value;
W
WestLangley 已提交
2437
		uniforms.lightProbe.needsUpdate = value;
2438

B
Ben Houston 已提交
2439 2440 2441
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2442
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2443
		uniforms.hemisphereLights.needsUpdate = value;
2444

M
Mr.doob 已提交
2445
	}
2446

2447 2448 2449
	//
	this.setFramebuffer = function ( value ) {

M
Mr.doob 已提交
2450
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2451

2452 2453 2454 2455
		_framebuffer = value;

	};

2456 2457 2458 2459 2460 2461
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

2462
	this.getActiveMipmapLevel = function () {
2463 2464 2465 2466 2467

		return _currentActiveMipmapLevel;

	};

2468
	this.getRenderTarget = function () {
2469 2470 2471

		return _currentRenderTarget;

M
Michael Herzog 已提交
2472
	};
2473

2474
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
M
Mr.doob 已提交
2475

2476
		_currentRenderTarget = renderTarget;
2477
		_currentActiveCubeFace = activeCubeFace;
2478
		_currentActiveMipmapLevel = activeMipmapLevel;
2479

2480
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2481

2482
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2483 2484 2485

		}

2486
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2487
		var isCube = false;
M
Mr.doob 已提交
2488 2489 2490

		if ( renderTarget ) {

M
Mr.doob 已提交
2491
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2492

M
Mr.doob 已提交
2493
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2494

2495
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
Mr.doob 已提交
2496
				isCube = true;
M
Mr.doob 已提交
2497

2498 2499 2500 2501
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2502 2503
			} else {

M
Mr.doob 已提交
2504
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2505 2506 2507

			}

M
Mr.doob 已提交
2508
			_currentViewport.copy( renderTarget.viewport );
2509 2510
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2511

M
Mr.doob 已提交
2512 2513
		} else {

2514 2515
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2516
			_currentScissorTest = _scissorTest;
2517

M
Mr.doob 已提交
2518 2519
		}

M
Mr.doob 已提交
2520
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2521 2522 2523 2524 2525 2526

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

		}

M
Mr.doob 已提交
2527
		state.viewport( _currentViewport );
2528 2529
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2530

M
Mr.doob 已提交
2531 2532 2533
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2534
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
M
Mr.doob 已提交
2535 2536 2537

		}

M
Mr.doob 已提交
2538 2539
	};

2540
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2541

0
06wj 已提交
2542
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2543

2544
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2545
			return;
2546

G
gero3 已提交
2547
		}
2548

M
Mr.doob 已提交
2549
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2550

2551
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2552 2553 2554 2555 2556

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2557
		if ( framebuffer ) {
2558

G
gero3 已提交
2559
			var restore = false;
2560

M
Mr.doob 已提交
2561
			if ( framebuffer !== _currentFramebuffer ) {
2562

M
Mr.doob 已提交
2563
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2564

G
gero3 已提交
2565
				restore = true;
2566

G
gero3 已提交
2567
			}
2568

M
Mr.doob 已提交
2569
			try {
2570

M
Mr.doob 已提交
2571
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2572 2573
				var textureFormat = texture.format;
				var textureType = texture.type;
2574

2575
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2576

M
Mr.doob 已提交
2577 2578
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2579

M
Mr.doob 已提交
2580
				}
2581

2582
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2583 2584
					! ( 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' ) ) ) ) {
2585

M
Mr.doob 已提交
2586 2587
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2588

M
Mr.doob 已提交
2589
				}
2590

M
Mr.doob 已提交
2591
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2592

2593 2594
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2595
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2596

2597
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2598 2599

					}
2600

M
Mr.doob 已提交
2601
				} else {
M
Mr.doob 已提交
2602

M
Mr.doob 已提交
2603 2604 2605
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2606

M
Mr.doob 已提交
2607
			} finally {
M
Mr.doob 已提交
2608

M
Mr.doob 已提交
2609 2610 2611
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2612

M
Mr.doob 已提交
2613 2614 2615
				}

			}
M
Mr.doob 已提交
2616 2617 2618

		}

M
Mr.doob 已提交
2619 2620
	};

2621
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2622 2623 2624

		var width = texture.image.width;
		var height = texture.image.height;
2625
		var glFormat = utils.convert( texture.format );
2626

2627
		textures.setTexture2D( texture, 0 );
2628

2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639
		_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 );

2640
		textures.setTexture2D( dstTexture, 0 );
2641

2642 2643 2644 2645 2646 2647 2648 2649 2650
		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 );

		}
2651 2652 2653

	};

M
Mr.doob 已提交
2654
	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
R
Rich Harris 已提交
2655

M
Mugen87 已提交
2656 2657
		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2658
	}
R
Rich Harris 已提交
2659

M
Mr.doob 已提交
2660
}
T
Tristan VALCKE 已提交
2661

2662
export { WebGLRenderer };