WebGLRenderer.js 58.4 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
	NoColors,
	LinearToneMapping
} 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';
import { UniformsUtils } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.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';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3();
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state, info;
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	var properties, textures, attributes, geometries, objects;
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	var programCache, renderLists, renderStates;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var spriteRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
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		extensions.get( 'OES_element_index_uint' );
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		extensions.get( 'ANGLE_instanced_arrays' );
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		utils = new WebGLUtils( _gl, extensions );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
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		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		var device = vr.getDevice();

		if ( device && device.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

		return {
			width: _width * _pixelRatio,
			height: _height * _pixelRatio
		};

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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	this.getCurrentViewport = function () {
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		return _currentViewport;
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	};

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

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		_viewport.set( x, _height - y - height, width, height );
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		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	};

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

	this.clearTarget = function ( renderTarget, color, depth, stencil ) {

		this.setRenderTarget( renderTarget );
		this.clear( color, depth, stencil );

	};

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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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		stopAnimation();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
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		}

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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	this.renderBufferImmediate = function ( object, program, material ) {

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		state.initAttributes();
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		var buffers = properties.get( object );
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		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();
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		var programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
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		}

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
606

607
			if ( ! material.isMeshPhongMaterial &&
608
				! material.isMeshStandardMaterial &&
609
				! material.isMeshNormalMaterial &&
610
				material.flatShading === true ) {
M
Mr.doob 已提交
611

612
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
613

614
					var array = object.normalArray;
M
Mr.doob 已提交
615

616 617 618
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
619

620 621 622
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
623

624 625 626
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
627

628 629 630
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
631 632 633 634 635 636

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
637

638
			state.enableAttribute( programAttributes.normal );
639

640
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
641 642 643 644 645

		}

		if ( object.hasUvs && material.map ) {

646
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
647
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
648

649
			state.enableAttribute( programAttributes.uv );
650

651
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
652 653 654

		}

R
Rich Harris 已提交
655
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
656

657
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
658
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
659

660
			state.enableAttribute( programAttributes.color );
661

662
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
663 664 665

		}

666
		state.disableUnusedAttributes();
667

M
Mr.doob 已提交
668 669 670 671 672 673
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

674
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
675

676 677 678
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
679

M
Mr.doob 已提交
680
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
681
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
682

M
Mr.doob 已提交
683
		var updateBuffers = false;
M
Mr.doob 已提交
684 685 686 687 688 689 690 691

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

692
		if ( object.morphTargetInfluences ) {
693

694
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
695 696 697 698 699

			updateBuffers = true;

		}

700 701
		//

702
		var index = geometry.index;
703
		var position = geometry.attributes.position;
704
		var rangeFactor = 1;
705

706 707
		if ( material.wireframe === true ) {

708
			index = geometries.getWireframeAttribute( geometry );
709
			rangeFactor = 2;
710 711 712

		}

M
Mr.doob 已提交
713
		var attribute;
M
Mr.doob 已提交
714
		var renderer = bufferRenderer;
715

716
		if ( index !== null ) {
717

M
Mr.doob 已提交
718
			attribute = attributes.get( index );
719

720
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
721
			renderer.setIndex( attribute );
722

723
		}
M
Mr.doob 已提交
724

725
		if ( updateBuffers ) {
M
Mr.doob 已提交
726

727
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
728

729
			if ( index !== null ) {
730

M
Mr.doob 已提交
731
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
732 733 734

			}

735
		}
736

737 738
		//

739
		var dataCount = Infinity;
740

M
Mr.doob 已提交
741
		if ( index !== null ) {
742

M
Mr.doob 已提交
743
			dataCount = index.count;
744

M
Mr.doob 已提交
745
		} else if ( position !== undefined ) {
746

M
Mr.doob 已提交
747
			dataCount = position.count;
748

M
Mr.doob 已提交
749
		}
750

M
Mr.doob 已提交
751 752
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
753

M
Mr.doob 已提交
754 755
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
756

M
Mr.doob 已提交
757
		var drawStart = Math.max( rangeStart, groupStart );
758
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
759 760 761

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

762 763
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
764
		//
765

766
		if ( object.isMesh ) {
767

768
			if ( material.wireframe === true ) {
769

770
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
771
				renderer.setMode( _gl.LINES );
772

773
			} else {
M
Mr.doob 已提交
774 775

				switch ( object.drawMode ) {
776

R
Rich Harris 已提交
777
					case TrianglesDrawMode:
B
Ben Adams 已提交
778 779 780
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
781
					case TriangleStripDrawMode:
B
Ben Adams 已提交
782 783 784
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
785
					case TriangleFanDrawMode:
B
Ben Adams 已提交
786 787 788 789
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
790

791
			}
792

793

794
		} else if ( object.isLine ) {
795

796
			var lineWidth = material.linewidth;
797

798
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
799

800
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
801

802
			if ( object.isLineSegments ) {
803

804
				renderer.setMode( _gl.LINES );
805

806 807 808 809
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

810
			} else {
811

812
				renderer.setMode( _gl.LINE_STRIP );
813 814

			}
M
Mr.doob 已提交
815

816
		} else if ( object.isPoints ) {
817 818

			renderer.setMode( _gl.POINTS );
819 820

		}
821

T
Takahiro 已提交
822
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
823 824 825

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
826
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
827

J
jfranc 已提交
828
			}
829 830 831

		} else {

M
Mr.doob 已提交
832
			renderer.render( drawStart, drawCount );
833

M
Mr.doob 已提交
834 835 836 837
		}

	};

838
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
839

T
Takahiro 已提交
840
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
841

842
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
843

844
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
845
				return;
B
Ben Adams 已提交
846

M
Mr.doob 已提交
847 848 849
			}

		}
B
Ben Adams 已提交
850

851 852
		if ( startIndex === undefined ) startIndex = 0;

853 854
		state.initAttributes();

855
		var geometryAttributes = geometry.attributes;
856

857
		var programAttributes = program.getAttributes();
858

859
		var materialDefaultAttributeValues = material.defaultAttributeValues;
860

861
		for ( var name in programAttributes ) {
862

863
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
864

M
Mr.doob 已提交
865
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
866

867
				var geometryAttribute = geometryAttributes[ name ];
868

M
Mr.doob 已提交
869
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
870

871
					var normalized = geometryAttribute.normalized;
872
					var size = geometryAttribute.itemSize;
873

M
Mr.doob 已提交
874
					var attribute = attributes.get( geometryAttribute );
875

876 877 878 879
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
880 881 882
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
883

A
aardgoose 已提交
884
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
885

M
Mr.doob 已提交
886 887 888 889
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
890
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
891

892
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
893

M
Mr.doob 已提交
894
							if ( geometry.maxInstancedCount === undefined ) {
895

D
dubejf 已提交
896
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
897

M
Mr.doob 已提交
898
							}
B
Ben Adams 已提交
899

M
Mr.doob 已提交
900
						} else {
B
Ben Adams 已提交
901

M
Mr.doob 已提交
902
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
903

M
Mr.doob 已提交
904
						}
B
Ben Adams 已提交
905

M
Mr.doob 已提交
906
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
907
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
					} else {
B
Ben Adams 已提交
910

A
aardgoose 已提交
911
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
912

913
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
914

M
Mr.doob 已提交
915
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
916

D
dubejf 已提交
917
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
918

M
Mr.doob 已提交
919
							}
B
Ben Adams 已提交
920

M
Mr.doob 已提交
921 922 923 924
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
925
						}
B
Ben Adams 已提交
926

M
Mr.doob 已提交
927
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
928
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
929

B
Ben Adams 已提交
930
					}
M
Mr.doob 已提交
931

932 933
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
934
					var value = materialDefaultAttributeValues[ name ];
935

936
					if ( value !== undefined ) {
M
Mr.doob 已提交
937

938
						switch ( value.length ) {
M
Mr.doob 已提交
939

940 941 942
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
943

944 945 946
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
947

948 949 950
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
951

952 953
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
954 955

						}
M
Mr.doob 已提交
956 957 958 959 960 961 962 963

					}

				}

			}

		}
964

965
		state.disableUnusedAttributes();
966

M
Mr.doob 已提交
967 968
	}

M
Mr.doob 已提交
969
	// Compile
M
Mr.doob 已提交
970

M
Mr.doob 已提交
971
	this.compile = function ( scene, camera ) {
972

M
Mr.doob 已提交
973
		currentRenderState = renderStates.get( scene, camera );
974
		currentRenderState.init();
975

M
Mr.doob 已提交
976
		scene.traverse( function ( object ) {
G
gero3 已提交
977 978

			if ( object.isLight ) {
M
Mr.doob 已提交
979

980
				currentRenderState.pushLight( object );
981 982 983

				if ( object.castShadow ) {

984
					currentRenderState.pushShadow( object );
985 986

				}
M
Mr.doob 已提交
987

G
gero3 已提交
988
			}
M
Mr.doob 已提交
989 990 991

		} );

992
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
993 994 995 996 997

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
998
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
999

G
gero3 已提交
1000
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1001 1002 1003

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

G
gero3 已提交
1004
					}
M
Mr.doob 已提交
1005

G
gero3 已提交
1006
				} else {
M
Mr.doob 已提交
1007 1008 1009

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

G
gero3 已提交
1010
				}
M
Mr.doob 已提交
1011

G
gero3 已提交
1012
			}
M
Mr.doob 已提交
1013 1014

		} );
G
gero3 已提交
1015 1016

	};
1017

1018
	// Animation Loop
M
Mr.doob 已提交
1019

1020 1021
	var isAnimating = false;
	var onAnimationFrame = null;
1022

B
Brunner 已提交
1023
	function startAnimation() {
1024

1025
		if ( isAnimating ) return;
1026

B
Brunner 已提交
1027
		requestAnimationLoopFrame();
M
Mugen87 已提交
1028

1029
		isAnimating = true;
1030

1031
	}
1032

B
Brunner 已提交
1033
	function stopAnimation() {
1034

1035
		isAnimating = false;
1036

1037
	}
1038

B
Brunner 已提交
1039
	function requestAnimationLoopFrame() {
1040 1041

		var device = vr.getDevice();
M
Mugen87 已提交
1042

1043
		if ( device && device.isPresenting ) {
1044

B
Brunner 已提交
1045
			device.requestAnimationFrame( animationLoop );
1046 1047 1048

		} else {

B
Brunner 已提交
1049
			window.requestAnimationFrame( animationLoop );
1050 1051

		}
1052

1053 1054
	}

B
Brunner 已提交
1055
	function animationLoop( time ) {
1056

B
Brunner 已提交
1057
		if ( isAnimating === false ) return;
1058

B
brunnerh 已提交
1059
		onAnimationFrame( time );
1060

B
Brunner 已提交
1061
		requestAnimationLoopFrame();
1062

1063 1064 1065
	}

	this.animate = function ( callback ) {
1066

1067
		onAnimationFrame = callback;
B
Brunner 已提交
1068
		onAnimationFrame !== null ? startAnimation() : stopAnimation();
1069 1070 1071

	};

M
Mr.doob 已提交
1072 1073 1074
	// Rendering

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

0
06wj 已提交
1076
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1077

1078
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1079 1080 1081 1082
			return;

		}

1083 1084
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1085 1086
		// reset caching for this frame

1087
		_currentGeometryProgram = '';
1088
		_currentMaterialId = - 1;
1089
		_currentCamera = null;
M
Mr.doob 已提交
1090 1091 1092

		// update scene graph

1093
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1094 1095 1096

		// update camera matrices and frustum

1097
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1098

1099 1100 1101 1102 1103 1104
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1105 1106
		//

1107 1108
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1109

1110 1111
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1112 1113 1114
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1115
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1116
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1117

1118 1119 1120
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1121
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1122

M
Mr.doob 已提交
1123
		if ( _this.sortObjects === true ) {
1124

1125
			currentRenderList.sort();
M
Mr.doob 已提交
1126

1127 1128
		}

M
Mr.doob 已提交
1129
		//
M
Mr.doob 已提交
1130

T
tschw 已提交
1131
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1132

1133
		var shadowsArray = currentRenderState.state.shadowsArray;
1134

1135
		shadowMap.render( shadowsArray, scene, camera );
1136

1137
		currentRenderState.setupLights( camera );
1138

T
tschw 已提交
1139
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1140

M
Mr.doob 已提交
1141 1142
		//

A
Atrahasis 已提交
1143
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1144

1145 1146 1147 1148 1149 1150
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1151 1152
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1153 1154
		//

1155
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1156

1157
		// render scene
M
Mr.doob 已提交
1158

1159 1160 1161
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1162 1163
		if ( scene.overrideMaterial ) {

1164
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1165

M
Mr.doob 已提交
1166 1167
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1168

M
Mr.doob 已提交
1169 1170 1171 1172
		} else {

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

M
Mr.doob 已提交
1173
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1174 1175 1176

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

M
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1177
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1178 1179 1180

		}

1181
		// custom renderers
M
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1182

1183
		var spritesArray = currentRenderState.state.spritesArray;
1184

1185
		spriteRenderer.render( spritesArray, scene, camera );
M
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1186 1187 1188

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

M
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1189 1190
		if ( renderTarget ) {

1191
			textures.updateRenderTargetMipmap( renderTarget );
M
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1192 1193 1194

		}

1195
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1196

1197 1198 1199
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1200

1201
		state.setPolygonOffset( false );
1202

1203
		scene.onAfterRender( _this, scene, camera );
1204

M
Mr.doob 已提交
1205
		if ( vr.enabled ) {
1206

M
Mr.doob 已提交
1207
			vr.submitFrame();
1208

M
Mr.doob 已提交
1209
		}
M
Mr.doob 已提交
1210

M
Mr.doob 已提交
1211 1212
		// _gl.finish();

1213
		currentRenderList = null;
1214
		currentRenderState = null;
1215

M
Mr.doob 已提交
1216
	};
M
Mr.doob 已提交
1217

1218
	/*
M
Mr.doob 已提交
1219 1220
	// TODO Duplicated code (Frustum)

1221 1222
	var _sphere = new Sphere();

T
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1223 1224 1225 1226 1227 1228 1229
	function isObjectViewable( object ) {

		var geometry = object.geometry;

		if ( geometry.boundingSphere === null )
			geometry.computeBoundingSphere();

M
Mr.doob 已提交
1230
		_sphere.copy( geometry.boundingSphere ).
1231
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

		_sphere.center.set( 0, 0, 0 );
		_sphere.radius = 0.7071067811865476;
		_sphere.applyMatrix4( sprite.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1248 1249

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1250 1251 1252 1253

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265

		var planes = _this.clippingPlanes,

			center = sphere.center,
			negRad = - sphere.radius,
			i = 0;

		do {

			// out when deeper than radius in the negative halfspace
			if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

T
tschw 已提交
1266
		} while ( ++ i !== numPlanes );
T
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1267 1268 1269 1270

		return true;

	}
1271
	*/
T
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1272

M
Mr.doob 已提交
1273
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1274

1275
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1276

1277
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1278

1279
		if ( visible ) {
1280

1281
			if ( object.isLight ) {
M
Mr.doob 已提交
1282

1283
				currentRenderState.pushLight( object );
1284 1285 1286

				if ( object.castShadow ) {

1287
					currentRenderState.pushShadow( object );
1288 1289

				}
M
Mr.doob 已提交
1290

1291
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1292

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

1295
					currentRenderState.pushSprite( object );
M
Mr.doob 已提交
1296

1297
				}
M
Mr.doob 已提交
1298

1299
			} else if ( object.isImmediateRenderObject ) {
M
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1300

1301
				if ( sortObjects ) {
M
Mr.doob 已提交
1302

1303 1304
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1305

1306
				}
M
Mr.doob 已提交
1307

1308
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1309

1310
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1311

1312
				if ( object.isSkinnedMesh ) {
1313

1314
					object.skeleton.update();
1315

1316
				}
1317

1318
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1319

1320 1321 1322 1323 1324 1325
					if ( sortObjects ) {

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

					}
1326

1327 1328
					var geometry = objects.update( object );
					var material = object.material;
1329

1330
					if ( Array.isArray( material ) ) {
1331

1332
						var groups = geometry.groups;
1333

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

1336 1337
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1338

1339
							if ( groupMaterial && groupMaterial.visible ) {
1340

1341 1342 1343
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1344

M
Mr.doob 已提交
1345
						}
M
Mr.doob 已提交
1346

1347
					} else if ( material.visible ) {
1348

1349
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1350

1351
					}
M
Mr.doob 已提交
1352

1353
				}
M
Mr.doob 已提交
1354

1355
			}
M
Mr.doob 已提交
1356

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

M
Mr.doob 已提交
1359
		var children = object.children;
M
Mr.doob 已提交
1360

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

M
Mr.doob 已提交
1363
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1364

1365
		}
1366

1367
	}
M
Mr.doob 已提交
1368

1369
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1370

M
Mr.doob 已提交
1371
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1372

1373
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1374

1375
			var object = renderItem.object;
M
Mr.doob 已提交
1376 1377 1378
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1381

1382 1383
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1384
				var cameras = camera.cameras;
M
Mr.doob 已提交
1385

M
Mr.doob 已提交
1386
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1387

M
Mr.doob 已提交
1388
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1389

1390
					if ( object.layers.test( camera2.layers ) ) {
1391

1392
						var bounds = camera2.bounds;
1393

1394 1395 1396 1397
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;
M
Mr.doob 已提交
1398

1399
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1400 1401 1402 1403

						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1404

M
Mr.doob 已提交
1405
				}
1406

M
Mr.doob 已提交
1407
			} else {
M
Mr.doob 已提交
1408

1409 1410
				_currentArrayCamera = null;

M
Mr.doob 已提交
1411
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1412

M
Mr.doob 已提交
1413
			}
M
Mr.doob 已提交
1414

1415
		}
M
Mr.doob 已提交
1416

1417
	}
G
gero3 已提交
1418

M
Mr.doob 已提交
1419 1420
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1421
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1422
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1423

M
Mr.doob 已提交
1424 1425 1426 1427 1428
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1429 1430 1431
			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

			state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
1432 1433 1434 1435 1436 1437 1438 1439 1440

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

M
Mugen87 已提交
1441
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1442 1443 1444

		}

M
Mr.doob 已提交
1445
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1446
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1447

M
Mr.doob 已提交
1448 1449
	}

1450
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1451

1452
		var materialProperties = properties.get( material );
G
gero3 已提交
1453

1454 1455
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1456

T
tschw 已提交
1457
		var parameters = programCache.getParameters(
1458
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1459

G
gero3 已提交
1460
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1461

1462
		var program = materialProperties.program;
T
tschw 已提交
1463
		var programChange = true;
1464

1465
		if ( program === undefined ) {
B
Ben Adams 已提交
1466

M
Mr.doob 已提交
1467 1468
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1469

1470
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1471

M
Mr.doob 已提交
1472
			// changed glsl or parameters
1473
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1474

1475 1476 1477 1478 1479
		} else if ( materialProperties.lightsHash !== lights.state.hash ) {

			properties.update( material, 'lightsHash', lights.state.hash );
			programChange = false;

G
gero3 已提交
1480
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1481

T
tschw 已提交
1482
			// same glsl and uniform list
T
tschw 已提交
1483 1484
			return;

T
tschw 已提交
1485
		} else {
B
Ben Adams 已提交
1486

T
tschw 已提交
1487 1488
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1489 1490 1491

		}

1492
		if ( programChange ) {
B
Ben Adams 已提交
1493

1494
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1495

R
Rich Harris 已提交
1496
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1497

1498
				materialProperties.shader = {
1499
					name: material.type,
1500
					uniforms: UniformsUtils.clone( shader.uniforms ),
1501
					vertexShader: shader.vertexShader,
1502
					fragmentShader: shader.fragmentShader
1503
				};
B
Ben Adams 已提交
1504

1505
			} else {
B
Ben Adams 已提交
1506

1507
				materialProperties.shader = {
1508 1509 1510
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1511
					fragmentShader: material.fragmentShader
1512
				};
G
gero3 已提交
1513

1514
			}
G
gero3 已提交
1515

1516
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1517

1518
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1519

1520 1521
			materialProperties.program = program;
			material.program = program;
1522 1523 1524

		}

1525
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1526 1527 1528 1529 1530

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1531
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1532

1533
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1547
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1548

1549
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1550 1551 1552 1553 1554 1555 1556 1557 1558

					material.numSupportedMorphNormals ++;

				}

			}

		}

1559
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1560

1561
		if ( ! material.isShaderMaterial &&
1562 1563
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1564

T
tschw 已提交
1565
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1566
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1567
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1568 1569 1570

		}

1571
		materialProperties.fog = fog;
1572

1573
		// store the light setup it was created for
1574

1575
		materialProperties.lightsHash = lights.state.hash;
1576

M
Mr.doob 已提交
1577
		if ( material.lights ) {
1578 1579 1580

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

1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1594
			// TODO (abelnation): add area lights shadow info to uniforms
1595

1596 1597
		}

T
tschw 已提交
1598 1599
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1600
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1601

T
tschw 已提交
1602
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1603

M
Mr.doob 已提交
1604
	}
M
Mr.doob 已提交
1605

1606
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1607 1608 1609

		_usedTextureUnits = 0;

1610
		var materialProperties = properties.get( material );
1611
		var lights = currentRenderState.state.lights;
1612

T
tschw 已提交
1613 1614 1615 1616 1617
		if ( _clippingEnabled ) {

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

				var useCache =
1618 1619
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1620 1621 1622 1623

				// 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
1624
				_clipping.setState(
1625 1626
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1627 1628 1629 1630 1631

			}

		}

1632
		if ( material.needsUpdate === false ) {
1633

1634
			if ( materialProperties.program === undefined ) {
1635

1636
				material.needsUpdate = true;
1637

1638
			} else if ( material.fog && materialProperties.fog !== fog ) {
1639

M
Mr.doob 已提交
1640
				material.needsUpdate = true;
1641

1642
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1643

1644
				material.needsUpdate = true;
1645

1646
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1647
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1648
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1649 1650 1651

				material.needsUpdate = true;

1652
			}
1653 1654 1655 1656

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1657

1658
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1659 1660 1661 1662
			material.needsUpdate = false;

		}

1663
		var refreshProgram = false;
M
Mr.doob 已提交
1664
		var refreshMaterial = false;
1665
		var refreshLights = false;
M
Mr.doob 已提交
1666

1667
		var program = materialProperties.program,
1668
			p_uniforms = program.getUniforms(),
1669
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1670

1671
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1672

1673
			refreshProgram = true;
M
Mr.doob 已提交
1674
			refreshMaterial = true;
1675
			refreshLights = true;
M
Mr.doob 已提交
1676 1677 1678 1679 1680 1681

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1682

M
Mr.doob 已提交
1683 1684 1685 1686
			refreshMaterial = true;

		}

1687
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1688

M
Mr.doob 已提交
1689
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1690

G
gero3 已提交
1691
			if ( capabilities.logarithmicDepthBuffer ) {
1692

T
tschw 已提交
1693
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1694
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1695 1696 1697

			}

1698
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1699

1700
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1701

1702
				_currentCamera = ( _currentArrayCamera || camera );
1703 1704 1705 1706 1707 1708

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1709
				refreshLights = true;		// remains set until update done
1710 1711

			}
M
Mr.doob 已提交
1712

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

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

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

				if ( uCamPos !== undefined ) {
1724

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

				}

			}

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

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

			}

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

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

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

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

T
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1754
			var skeleton = object.skeleton;
1755

T
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1756
			if ( skeleton ) {
1757

1758 1759
				var bones = skeleton.bones;

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

1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772
					if ( skeleton.boneTexture === undefined ) {

						// layout (1 matrix = 4 pixels)
						//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
						//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
						//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
						//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
						//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


						var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
1773
						size = _Math.ceilPowerOfTwo( size );
1774 1775 1776 1777 1778 1779
						size = Math.max( size, 4 );

						var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
						boneMatrices.set( skeleton.boneMatrices ); // copy current values

						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
1780
						boneTexture.needsUpdate = true;
1781 1782 1783 1784 1785 1786 1787

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

					}

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

T
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1791
				} else {
M
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1792

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

				}

			}

		}

		if ( refreshMaterial ) {

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

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1806
			if ( material.lights ) {
M
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1807

1808
				// the current material requires lighting info
M
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1809

T
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1810 1811 1812 1813 1814 1815
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1816

T
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1817
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1818

T
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1819
			}
G
gero3 已提交
1820

T
tschw 已提交
1821
			// refresh uniforms common to several materials
G
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1822

T
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1823
			if ( fog && material.fog ) {
G
gero3 已提交
1824

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

			}

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

				refreshUniformsCommon( m_uniforms, material );

1833
			} else if ( material.isMeshLambertMaterial ) {
M
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1834

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

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

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

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

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

1846
				} else {
1847

1848
					refreshUniformsPhong( m_uniforms, material );
1849

1850
				}
T
Takahiro 已提交
1851

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

1854
				refreshUniformsCommon( m_uniforms, material );
1855

1856
				if ( material.isMeshPhysicalMaterial ) {
1857

1858
					refreshUniformsPhysical( m_uniforms, material );
W
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1859

1860
				} else {
W
WestLangley 已提交
1861

1862
					refreshUniformsStandard( m_uniforms, material );
W
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1863

1864
				}
W
WestLangley 已提交
1865

1866
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1867

1868
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1869
				refreshUniformsDepth( m_uniforms, material );
1870

W
WestLangley 已提交
1871
			} else if ( material.isMeshDistanceMaterial ) {
1872

1873
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1874
				refreshUniformsDistance( m_uniforms, material );
1875

1876
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1877

1878
				refreshUniformsCommon( m_uniforms, material );
1879
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1880

1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1895 1896 1897 1898 1899
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1900 1901
			}

M
Mr.doob 已提交
1902 1903 1904
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1905 1906
			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
1907

1908
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1909 1910 1911

		}

1912 1913 1914 1915 1916 1917
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1918

T
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1919
		// common matrices
M
Mr.doob 已提交
1920

M
Mr.doob 已提交
1921 1922
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1923
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1924

T
tschw 已提交
1925
		return program;
A
arose 已提交
1926 1927 1928

	}

M
Mr.doob 已提交
1929 1930
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1931
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1932 1933 1934

		uniforms.opacity.value = material.opacity;

1935 1936 1937 1938 1939
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1940

1941
		if ( material.emissive ) {
M
Mr.doob 已提交
1942

1943
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1944 1945 1946

		}

1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977
		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
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

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

1978 1979
			uniforms.maxMipLevel.value = material.envMap.maxMipLevel;

1980
		}
M
Mr.doob 已提交
1981

1982 1983 1984 1985 1986 1987 1988
		if ( material.lightMap ) {

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

		}

1989
		if ( material.aoMap ) {
1990

1991 1992
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1993 1994 1995

		}

M
Mr.doob 已提交
1996
		// uv repeat and offset setting priorities
M
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1997 1998 1999 2000 2001
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2002
		// 6. emissive map
M
Mr.doob 已提交
2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2014 2015 2016 2017
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2018 2019 2020 2021 2022 2023 2024 2025
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2026 2027 2028 2029 2030 2031 2032 2033
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2034 2035 2036 2037
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2038 2039 2040 2041
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2042 2043 2044 2045
		}

		if ( uvScaleMap !== undefined ) {

2046
			// backwards compatibility
2047
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2048 2049 2050 2051 2052

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2053
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2054

T
Tentone 已提交
2055 2056 2057 2058
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
M
Mr.doob 已提交
2059

T
Tentone 已提交
2060
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
M
Mr.doob 已提交
2061

W
WestLangley 已提交
2062
			}
2063

2064
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2065 2066 2067

		}

M
Mr.doob 已提交
2068
	}
M
Mr.doob 已提交
2069

M
Mr.doob 已提交
2070
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2071 2072 2073 2074

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

M
Mr.doob 已提交
2075
	}
M
Mr.doob 已提交
2076

M
Mr.doob 已提交
2077
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2078 2079 2080 2081 2082

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

M
Mr.doob 已提交
2083
	}
M
Mr.doob 已提交
2084

M
Mr.doob 已提交
2085
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2086

2087
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2088
		uniforms.opacity.value = material.opacity;
2089
		uniforms.size.value = material.size * _pixelRatio;
2090
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2091 2092 2093

		uniforms.map.value = material.map;

2094 2095
		if ( material.map !== null ) {

W
WestLangley 已提交
2096
			if ( material.map.matrixAutoUpdate === true ) {
2097

T
Tentone 已提交
2098 2099 2100 2101
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;
2102

T
Tentone 已提交
2103
				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2104 2105

			}
2106

2107
			uniforms.uvTransform.value.copy( material.map.matrix );
2108 2109 2110

		}

M
Mr.doob 已提交
2111
	}
M
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2112

M
Mr.doob 已提交
2113
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2114 2115 2116

		uniforms.fogColor.value = fog.color;

2117
		if ( fog.isFog ) {
M
Mr.doob 已提交
2118 2119 2120 2121

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

2122
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2123 2124 2125 2126 2127

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2128
	}
M
Mr.doob 已提交
2129

M
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2130
	function refreshUniformsLambert( uniforms, material ) {
2131 2132 2133 2134 2135 2136 2137 2138 2139

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2140
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2141

2142
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2143
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2144

2145
		if ( material.emissiveMap ) {
2146

2147
			uniforms.emissiveMap.value = material.emissiveMap;
2148

2149
		}
M
Mr.doob 已提交
2150

2151 2152 2153 2154
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2155

2156
		}
M
Mr.doob 已提交
2157

2158 2159 2160 2161 2162 2163
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}
M
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2164

2165 2166 2167 2168 2169
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2170

2171
		}
2172

T
Takahiro 已提交
2173 2174 2175 2176 2177 2178
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2179
		if ( material.gradientMap ) {
T
Takahiro 已提交
2180

T
Takahiro 已提交
2181
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2182 2183 2184

		}

2185 2186
	}

M
Mr.doob 已提交
2187
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240

		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;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		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
2241
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2242

2243 2244 2245
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2246 2247 2248 2249
		refreshUniformsStandard( uniforms, material );

	}

W
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2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277
	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;

	}

2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		if ( material.displacementMap ) {

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

		}

	}

2304 2305
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2306
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2307

M
Mr.doob 已提交
2308
		uniforms.ambientLightColor.needsUpdate = value;
2309

B
Ben Houston 已提交
2310 2311 2312
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2313
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2314
		uniforms.hemisphereLights.needsUpdate = value;
2315

M
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	}
2317

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2318 2319
	// Textures

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	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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

		_usedTextureUnits += 1;

		return textureUnit;

	}

2336
	this.allocTextureUnit = allocTextureUnit;
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2338
	// this.setTexture2D = setTexture2D;
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	this.setTexture2D = ( function () {
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2341
		var warned = false;
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2343
		// backwards compatibility: peel texture.texture
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		return function setTexture2D( texture, slot ) {
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			if ( texture && texture.isWebGLRenderTarget ) {
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2348
				if ( ! warned ) {
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2350 2351
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
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2353
				}
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2355
				texture = texture.texture;
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2357
			}
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2359
			textures.setTexture2D( texture, slot );
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2361
		};
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2362

2363
	}() );
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	this.setTexture = ( function () {
2366 2367 2368

		var warned = false;

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2369
		return function setTexture( texture, slot ) {
2370 2371 2372 2373 2374 2375 2376 2377

			if ( ! warned ) {

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

			}

2378
			textures.setTexture2D( texture, slot );
2379 2380 2381 2382 2383

		};

	}() );

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	this.setTextureCube = ( function () {
2385 2386 2387

		var warned = false;

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2388
		return function setTextureCube( texture, slot ) {
2389 2390

			// backwards compatibility: peel texture.texture
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			if ( texture && texture.isWebGLRenderTargetCube ) {
2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
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2406
			if ( ( texture && texture.isCubeTexture ) ||
2407
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2408 2409 2410 2411

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2412
				textures.setTextureCube( texture, slot );
2413 2414 2415 2416 2417

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2418
				textures.setTextureCubeDynamic( texture, slot );
2419 2420 2421 2422 2423 2424

			}

		};

	}() );
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2425

2426
	this.getRenderTarget = function () {
2427 2428 2429

		return _currentRenderTarget;

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2430
	};
2431

2432
	this.setRenderTarget = function ( renderTarget ) {
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2433

2434 2435
		_currentRenderTarget = renderTarget;

2436
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2437

2438
			textures.setupRenderTarget( renderTarget );
M
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2439 2440 2441

		}

M
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2442
		var framebuffer = null;
M
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2443
		var isCube = false;
M
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2444 2445 2446

		if ( renderTarget ) {

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2447
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2448

M
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2449
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
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2450

M
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2451
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
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2452
				isCube = true;
M
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2453 2454 2455

			} else {

M
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2456
				framebuffer = __webglFramebuffer;
M
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2457 2458 2459

			}

M
Mr.doob 已提交
2460
			_currentViewport.copy( renderTarget.viewport );
2461 2462
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2463

M
Mr.doob 已提交
2464 2465
		} else {

M
Mr.doob 已提交
2466
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2467
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2468
			_currentScissorTest = _scissorTest;
2469

M
Mr.doob 已提交
2470 2471
		}

M
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2472
		if ( _currentFramebuffer !== framebuffer ) {
M
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2473 2474 2475 2476 2477 2478

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

		}

M
Mr.doob 已提交
2479
		state.viewport( _currentViewport );
2480 2481
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2482

M
Mr.doob 已提交
2483 2484 2485
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2486
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2487 2488 2489

		}

M
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2490 2491
	};

M
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2492
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2493

0
06wj 已提交
2494
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2495

2496
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2497
			return;
2498

G
gero3 已提交
2499
		}
2500

M
Mr.doob 已提交
2501
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2502

M
Mr.doob 已提交
2503
		if ( framebuffer ) {
2504

G
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2505
			var restore = false;
2506

M
Mr.doob 已提交
2507
			if ( framebuffer !== _currentFramebuffer ) {
2508

M
Mr.doob 已提交
2509
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2510

G
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2511
				restore = true;
2512

G
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2513
			}
2514

M
Mr.doob 已提交
2515
			try {
2516

M
Mr.doob 已提交
2517
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2518 2519
				var textureFormat = texture.format;
				var textureType = texture.type;
2520

2521
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2522

M
Mr.doob 已提交
2523 2524
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2525

M
Mr.doob 已提交
2526
				}
2527

2528
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2529 2530
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2531

M
Mr.doob 已提交
2532 2533
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2534

M
Mr.doob 已提交
2535
				}
2536

M
Mr.doob 已提交
2537
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2538

2539 2540
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2541
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2542

2543
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2544 2545

					}
2546

M
Mr.doob 已提交
2547
				} else {
M
Mr.doob 已提交
2548

M
Mr.doob 已提交
2549 2550 2551
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2552

M
Mr.doob 已提交
2553
			} finally {
M
Mr.doob 已提交
2554

M
Mr.doob 已提交
2555 2556 2557
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2558

M
Mr.doob 已提交
2559 2560 2561
				}

			}
M
Mr.doob 已提交
2562 2563 2564

		}

M
Mr.doob 已提交
2565 2566
	};

2567
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2568 2569 2570 2571 2572 2573 2574

		var width = texture.image.width;
		var height = texture.image.height;
		var internalFormat = utils.convert( texture.format );

		this.setTexture2D( texture, 0 );

2575
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, internalFormat, position.x, position.y, width, height, 0 );
2576 2577 2578

	};

M
Mr.doob 已提交
2579
}
R
Rich Harris 已提交
2580

T
Tristan VALCKE 已提交
2581

2582
export { WebGLRenderer };