WebGLRenderer.js 60.6 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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Mr.doob 已提交
632
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
633 634 635

		object.render( function ( object ) {

M
Mr.doob 已提交
636
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
637 638 639 640 641

		} );

	}

M
Mugen87 已提交
642
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
643

644
		state.initAttributes();
645

646
		var buffers = properties.get( object );
647

648 649 650 651
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
652

653
		var programAttributes = program.getAttributes();
654

M
Mr.doob 已提交
655 656
		if ( object.hasPositions ) {

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

660 661
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
662 663 664 665 666

		}

		if ( object.hasNormals ) {

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

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

		}

675
		if ( object.hasUvs ) {
M
Mr.doob 已提交
676

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

680
			state.enableAttribute( programAttributes.uv );
681
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
682 683 684

		}

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

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

690 691
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
692 693 694

		}

695
		state.disableUnusedAttributes();
696

M
Mr.doob 已提交
697 698 699 700 701 702
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

703
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
704

705
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
706 707

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
708

M
Mr.doob 已提交
709
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
710

M
Mr.doob 已提交
711
		var updateBuffers = false;
M
Mr.doob 已提交
712

713 714 715
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
716

M
Mr.doob 已提交
717 718
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
719
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
720 721 722 723
			updateBuffers = true;

		}

724
		if ( object.morphTargetInfluences ) {
725

726
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
727 728 729 730 731

			updateBuffers = true;

		}

732 733
		//

734
		var index = geometry.index;
735
		var position = geometry.attributes.position;
736
		var rangeFactor = 1;
737

738 739
		if ( material.wireframe === true ) {

740
			index = geometries.getWireframeAttribute( geometry );
741
			rangeFactor = 2;
742 743 744

		}

M
Mr.doob 已提交
745
		var attribute;
M
Mr.doob 已提交
746
		var renderer = bufferRenderer;
747

748
		if ( index !== null ) {
749

M
Mr.doob 已提交
750
			attribute = attributes.get( index );
751

752
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
753
			renderer.setIndex( attribute );
754

755
		}
M
Mr.doob 已提交
756

757
		if ( updateBuffers ) {
M
Mr.doob 已提交
758

759
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
760

761
			if ( index !== null ) {
762

M
Mr.doob 已提交
763
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
764 765 766

			}

767
		}
768

769 770
		//

771
		var dataCount = Infinity;
772

M
Mr.doob 已提交
773
		if ( index !== null ) {
774

M
Mr.doob 已提交
775
			dataCount = index.count;
776

M
Mr.doob 已提交
777
		} else if ( position !== undefined ) {
778

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

M
Mr.doob 已提交
781
		}
782

M
Mr.doob 已提交
783 784
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
785

M
Mr.doob 已提交
786 787
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
788

M
Mr.doob 已提交
789
		var drawStart = Math.max( rangeStart, groupStart );
790
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
791 792 793

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

794 795
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
796
		//
797

798
		if ( object.isMesh ) {
799

800
			if ( material.wireframe === true ) {
801

802
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
803
				renderer.setMode( _gl.LINES );
804

805
			} else {
M
Mr.doob 已提交
806 807

				switch ( object.drawMode ) {
808

R
Rich Harris 已提交
809
					case TrianglesDrawMode:
B
Ben Adams 已提交
810 811 812
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
817
					case TriangleFanDrawMode:
B
Ben Adams 已提交
818 819 820 821
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
822

823
			}
824

825

826
		} else if ( object.isLine ) {
827

828
			var lineWidth = material.linewidth;
829

830
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
831

832
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
833

834
			if ( object.isLineSegments ) {
835

836
				renderer.setMode( _gl.LINES );
837

838 839 840 841
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

842
			} else {
843

844
				renderer.setMode( _gl.LINE_STRIP );
845 846

			}
M
Mr.doob 已提交
847

848
		} else if ( object.isPoints ) {
849 850

			renderer.setMode( _gl.POINTS );
851

852 853 854 855
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

856
		}
857

T
Takahiro 已提交
858
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
859 860 861

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
862
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
863

J
jfranc 已提交
864
			}
865 866 867

		} else {

M
Mr.doob 已提交
868
			renderer.render( drawStart, drawCount );
869

M
Mr.doob 已提交
870 871 872 873
		}

	};

874
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
875

A
Alex Goldring 已提交
876
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
877

878
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
879

880
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
881
				return;
B
Ben Adams 已提交
882

M
Mr.doob 已提交
883 884 885
			}

		}
B
Ben Adams 已提交
886

887 888
		state.initAttributes();

889
		var geometryAttributes = geometry.attributes;
890

891
		var programAttributes = program.getAttributes();
892

893
		var materialDefaultAttributeValues = material.defaultAttributeValues;
894

895
		for ( var name in programAttributes ) {
896

897
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
898

M
Mr.doob 已提交
899
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
900

901
				var geometryAttribute = geometryAttributes[ name ];
902

M
Mr.doob 已提交
903
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
904

905
					var normalized = geometryAttribute.normalized;
906
					var size = geometryAttribute.itemSize;
907

M
Mr.doob 已提交
908
					var attribute = attributes.get( geometryAttribute );
909

910 911 912 913
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
914 915 916
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
917

A
aardgoose 已提交
918
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
919

M
Mr.doob 已提交
920 921 922 923
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
924
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
925

926
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
927

M
Mr.doob 已提交
928
							if ( geometry.maxInstancedCount === undefined ) {
929

D
dubejf 已提交
930
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
931

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

M
Mr.doob 已提交
934
						} else {
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
937

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

M
Mr.doob 已提交
940
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
941
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
942

M
Mr.doob 已提交
943
					} else {
B
Ben Adams 已提交
944

A
aardgoose 已提交
945
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
946

947
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
948

M
Mr.doob 已提交
949
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
950

D
dubejf 已提交
951
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
952

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

M
Mr.doob 已提交
955 956 957 958
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
961
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
962
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
963

B
Ben Adams 已提交
964
					}
M
Mr.doob 已提交
965

966 967
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
968
					var value = materialDefaultAttributeValues[ name ];
969

970
					if ( value !== undefined ) {
M
Mr.doob 已提交
971

972
						switch ( value.length ) {
M
Mr.doob 已提交
973

974 975 976
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
977

978 979 980
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
981

982 983 984
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
985

986 987
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
988 989

						}
M
Mr.doob 已提交
990 991 992 993 994 995 996 997

					}

				}

			}

		}
998

999
		state.disableUnusedAttributes();
1000

M
Mr.doob 已提交
1001 1002
	}

M
Mr.doob 已提交
1003
	// Compile
M
Mr.doob 已提交
1004

M
Mr.doob 已提交
1005
	this.compile = function ( scene, camera ) {
1006

M
Mr.doob 已提交
1007
		currentRenderState = renderStates.get( scene, camera );
1008
		currentRenderState.init();
1009

M
Mr.doob 已提交
1010
		scene.traverse( function ( object ) {
G
gero3 已提交
1011 1012

			if ( object.isLight ) {
M
Mr.doob 已提交
1013

1014
				currentRenderState.pushLight( object );
1015 1016 1017

				if ( object.castShadow ) {

1018
					currentRenderState.pushShadow( object );
1019 1020

				}
M
Mr.doob 已提交
1021

G
gero3 已提交
1022
			}
M
Mr.doob 已提交
1023 1024 1025

		} );

1026
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1027 1028 1029 1030 1031

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1032
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1033

G
gero3 已提交
1034
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1035 1036 1037

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

G
gero3 已提交
1038
					}
M
Mr.doob 已提交
1039

G
gero3 已提交
1040
				} else {
M
Mr.doob 已提交
1041 1042 1043

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

G
gero3 已提交
1044
				}
M
Mr.doob 已提交
1045

G
gero3 已提交
1046
			}
M
Mr.doob 已提交
1047 1048

		} );
G
gero3 已提交
1049 1050

	};
1051

1052
	// Animation Loop
M
Mr.doob 已提交
1053

M
Mr.doob 已提交
1054
	var onAnimationFrameCallback = null;
1055

1056
	function onAnimationFrame( time ) {
1057

M
Mr.doob 已提交
1058
		if ( vr.isPresenting() ) return;
1059
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1060

1061
	}
1062

M
Mr.doob 已提交
1063 1064
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1065 1066

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1067

1068
	this.setAnimationLoop = function ( callback ) {
1069

M
Mr.doob 已提交
1070 1071
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1072

1073 1074
		animation.start();

1075 1076
	};

M
Mr.doob 已提交
1077 1078
	// Rendering

1079 1080
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1081
		var renderTarget, forceClear;
1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095

		if ( arguments[ 2 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
			renderTarget = arguments[ 2 ];

		}

		if ( arguments[ 3 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
			forceClear = arguments[ 3 ];

		}
1096

0
06wj 已提交
1097
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1098

1099
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1100 1101 1102 1103
			return;

		}

1104 1105
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1106 1107
		// reset caching for this frame

M
Mr.doob 已提交
1108 1109
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1110
		_currentGeometryProgram.wireframe = false;
1111
		_currentMaterialId = - 1;
1112
		_currentCamera = null;
M
Mr.doob 已提交
1113 1114 1115

		// update scene graph

1116
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1117 1118 1119

		// update camera matrices and frustum

1120
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1121

1122 1123 1124 1125 1126 1127
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1128 1129
		//

1130 1131
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1132

M
Marc-Sefan Cassola 已提交
1133
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1134

M
Mr.doob 已提交
1135 1136 1137
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1138
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1139
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1140

1141 1142 1143
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1144
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1145

M
Mr.doob 已提交
1146
		if ( _this.sortObjects === true ) {
1147

1148
			currentRenderList.sort();
M
Mr.doob 已提交
1149

1150 1151
		}

M
Mr.doob 已提交
1152
		//
M
Mr.doob 已提交
1153

T
tschw 已提交
1154
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1155

1156
		var shadowsArray = currentRenderState.state.shadowsArray;
1157

1158
		shadowMap.render( shadowsArray, scene, camera );
1159

1160
		currentRenderState.setupLights( camera );
1161

T
tschw 已提交
1162
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1163

M
Mr.doob 已提交
1164 1165
		//

A
Atrahasis 已提交
1166
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1167

1168
		if ( renderTarget !== undefined ) {
1169

1170
			this.setRenderTarget( renderTarget );
1171 1172 1173

		}

M
Mr.doob 已提交
1174 1175
		//

1176
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1177

1178
		// render scene
M
Mr.doob 已提交
1179

1180 1181 1182
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1183 1184
		if ( scene.overrideMaterial ) {

1185
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1186

M
Mr.doob 已提交
1187 1188
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1189

M
Mr.doob 已提交
1190 1191
		} else {

1192 1193
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1194
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1195 1196 1197

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

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

1200
		}
M
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1201

1202
		//
M
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1203

1204 1205 1206 1207
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1208
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1209

1210 1211
			// Generate mipmap if we're using any kind of mipmap filtering

1212
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1213

M
Mugen87 已提交
1214
			// resolve multisample renderbuffers to a single-sample texture if necessary
1215

1216
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1217

M
Mr.doob 已提交
1218 1219
		}

1220
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1221

1222 1223 1224
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1225

1226
		state.setPolygonOffset( false );
1227

M
Mr.doob 已提交
1228
		if ( vr.enabled ) {
1229

1230
			vr.submitFrame();
1231

M
Mr.doob 已提交
1232
		}
M
Mr.doob 已提交
1233

M
Mr.doob 已提交
1234 1235
		// _gl.finish();

1236
		currentRenderList = null;
1237
		currentRenderState = null;
1238

M
Mr.doob 已提交
1239
	};
M
Mr.doob 已提交
1240

1241
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1242

1243
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1244

1245
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1246

1247
		if ( visible ) {
1248

1249 1250 1251 1252 1253
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1254

1255
				currentRenderState.pushLight( object );
1256 1257 1258

				if ( object.castShadow ) {

1259
					currentRenderState.pushShadow( object );
1260 1261

				}
M
Mr.doob 已提交
1262

1263
			} else if ( object.isSprite ) {
M
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1264

1265
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1266

1267 1268 1269 1270 1271 1272 1273 1274 1275 1276
					if ( sortObjects ) {

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

					}

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

1277 1278 1279 1280 1281
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1282

1283
				}
M
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1284

1285
			} else if ( object.isImmediateRenderObject ) {
M
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1286

1287
				if ( sortObjects ) {
M
Mr.doob 已提交
1288

1289 1290
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1291

1292
				}
M
Mr.doob 已提交
1293

1294
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1295

1296
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1297

1298
				if ( object.isSkinnedMesh ) {
1299

1300
					object.skeleton.update();
1301

1302
				}
1303

1304
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1305

1306 1307 1308 1309 1310 1311
					if ( sortObjects ) {

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

					}
1312

1313 1314
					var geometry = objects.update( object );
					var material = object.material;
1315

1316
					if ( Array.isArray( material ) ) {
1317

1318
						var groups = geometry.groups;
1319

1320
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1321

1322 1323
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1324

1325
							if ( groupMaterial && groupMaterial.visible ) {
1326

1327
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1328 1329

							}
M
Mr.doob 已提交
1330

M
Mr.doob 已提交
1331
						}
M
Mr.doob 已提交
1332

1333
					} else if ( material.visible ) {
1334

1335
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1336

1337
					}
M
Mr.doob 已提交
1338

1339
				}
M
Mr.doob 已提交
1340

1341
			}
M
Mr.doob 已提交
1342

M
Mr.doob 已提交
1343
		}
M
Mr.doob 已提交
1344

M
Mr.doob 已提交
1345
		var children = object.children;
M
Mr.doob 已提交
1346

M
Mr.doob 已提交
1347 1348
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1349
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1350

1351
		}
1352

1353
	}
M
Mr.doob 已提交
1354

1355
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1356

M
Mr.doob 已提交
1357
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1358

1359
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1360

1361
			var object = renderItem.object;
M
Mr.doob 已提交
1362 1363 1364
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1365

M
Mr.doob 已提交
1366
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1367

1368 1369
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1370
				var cameras = camera.cameras;
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1373

M
Mr.doob 已提交
1374
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1375

1376
					if ( object.layers.test( camera2.layers ) ) {
1377

M
Mr.doob 已提交
1378 1379 1380 1381 1382 1383 1384
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1385

M
Mr.doob 已提交
1386 1387 1388 1389
							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
1390

M
Mr.doob 已提交
1391 1392 1393
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1394

1395 1396
						currentRenderState.setupLights( camera2 );

1397 1398 1399
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1400

M
Mr.doob 已提交
1401
				}
1402

M
Mr.doob 已提交
1403
			} else {
M
Mr.doob 已提交
1404

1405 1406
				_currentArrayCamera = null;

M
Mr.doob 已提交
1407
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1408

M
Mr.doob 已提交
1409
			}
M
Mr.doob 已提交
1410

1411
		}
M
Mr.doob 已提交
1412

1413
	}
G
gero3 已提交
1414

M
Mr.doob 已提交
1415 1416
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1417
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1418
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1419

M
Mr.doob 已提交
1420 1421 1422 1423 1424
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1425
			state.setMaterial( material );
M
Mr.doob 已提交
1426 1427 1428

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

M
Mr.doob 已提交
1429 1430
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1431
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1432

M
Mr.doob 已提交
1433
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1434 1435 1436

		} else {

M
Mugen87 已提交
1437
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1438 1439 1440

		}

M
Mr.doob 已提交
1441
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1442
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1443

M
Mr.doob 已提交
1444 1445
	}

1446
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1447

1448
		var materialProperties = properties.get( material );
G
gero3 已提交
1449

1450 1451
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1452

M
Mr.doob 已提交
1453 1454 1455
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1456
		var parameters = programCache.getParameters(
1457
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1458

G
gero3 已提交
1459
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1460

1461
		var program = materialProperties.program;
T
tschw 已提交
1462
		var programChange = true;
1463

1464
		if ( program === undefined ) {
B
Ben Adams 已提交
1465

M
Mr.doob 已提交
1466 1467
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1468

1469
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1470

M
Mr.doob 已提交
1471
			// changed glsl or parameters
1472
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1473

M
Mr.doob 已提交
1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1489 1490 1491

			programChange = false;

G
gero3 已提交
1492
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1493

T
tschw 已提交
1494
			// same glsl and uniform list
T
tschw 已提交
1495 1496
			return;

T
tschw 已提交
1497
		} else {
B
Ben Adams 已提交
1498

T
tschw 已提交
1499 1500
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1501 1502 1503

		}

1504
		if ( programChange ) {
B
Ben Adams 已提交
1505

1506
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1507

R
Rich Harris 已提交
1508
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1509

1510
				materialProperties.shader = {
1511
					name: material.type,
M
Mr.doob 已提交
1512
					uniforms: cloneUniforms( shader.uniforms ),
1513
					vertexShader: shader.vertexShader,
1514
					fragmentShader: shader.fragmentShader
1515
				};
B
Ben Adams 已提交
1516

1517
			} else {
B
Ben Adams 已提交
1518

1519
				materialProperties.shader = {
1520 1521 1522
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1523
					fragmentShader: material.fragmentShader
1524
				};
G
gero3 已提交
1525

1526
			}
G
gero3 已提交
1527

1528
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1529

1530
			// Computing code again as onBeforeCompile may have changed the shaders
1531 1532
			code = programCache.getProgramCode( material, parameters );

1533
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1534

1535 1536
			materialProperties.program = program;
			material.program = program;
1537 1538 1539

		}

1540
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1541 1542 1543 1544 1545

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1546
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1547

1548
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1562
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1563

1564
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1565 1566 1567 1568 1569 1570 1571 1572 1573

					material.numSupportedMorphNormals ++;

				}

			}

		}

1574
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1575

1576
		if ( ! material.isShaderMaterial &&
1577 1578
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1579

T
tschw 已提交
1580
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1581
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1582
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1583 1584 1585

		}

1586
		materialProperties.fog = fog;
1587

1588
		// store the light setup it was created for
M
Mr.doob 已提交
1589
		if ( lightsHash === undefined ) {
1590

M
Mr.doob 已提交
1591
			materialProperties.lightsHash = lightsHash = {};
1592 1593 1594

		}

M
Mr.doob 已提交
1595 1596 1597 1598 1599 1600 1601
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1602

M
Mr.doob 已提交
1603
		if ( material.lights ) {
1604 1605 1606

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

1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619
			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;
1620
			// TODO (abelnation): add area lights shadow info to uniforms
1621

1622 1623
		}

T
tschw 已提交
1624 1625
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1626
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1627

T
tschw 已提交
1628
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1629

M
Mr.doob 已提交
1630
	}
M
Mr.doob 已提交
1631

1632
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1633

1634
		textures.resetTextureUnits();
M
Mr.doob 已提交
1635

1636
		var materialProperties = properties.get( material );
1637
		var lights = currentRenderState.state.lights;
1638

M
Mr.doob 已提交
1639 1640 1641
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1642 1643 1644 1645 1646
		if ( _clippingEnabled ) {

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

				var useCache =
1647 1648
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1649 1650 1651 1652

				// 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
1653
				_clipping.setState(
1654 1655
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1656 1657 1658 1659 1660

			}

		}

1661
		if ( material.needsUpdate === false ) {
1662

1663
			if ( materialProperties.program === undefined ) {
1664

1665
				material.needsUpdate = true;
1666

1667
			} else if ( material.fog && materialProperties.fog !== fog ) {
1668

M
Mr.doob 已提交
1669
				material.needsUpdate = true;
1670

M
Mr.doob 已提交
1671 1672 1673 1674 1675 1676 1677
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1678

1679
				material.needsUpdate = true;
1680

1681
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1682
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1683
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1684 1685 1686

				material.needsUpdate = true;

1687
			}
1688 1689 1690 1691

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1692

1693
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1694 1695 1696 1697
			material.needsUpdate = false;

		}

1698
		var refreshProgram = false;
M
Mr.doob 已提交
1699
		var refreshMaterial = false;
1700
		var refreshLights = false;
M
Mr.doob 已提交
1701

1702
		var program = materialProperties.program,
1703
			p_uniforms = program.getUniforms(),
1704
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1705

1706
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1707

1708
			refreshProgram = true;
M
Mr.doob 已提交
1709
			refreshMaterial = true;
1710
			refreshLights = true;
M
Mr.doob 已提交
1711 1712 1713 1714 1715 1716

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1717

M
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1718 1719 1720 1721
			refreshMaterial = true;

		}

1722
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1723

M
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1724
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1725

G
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1726
			if ( capabilities.logarithmicDepthBuffer ) {
1727

T
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1728
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1729
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1730 1731 1732

			}

1733
			if ( _currentCamera !== camera ) {
1734

1735
				_currentCamera = camera;
1736 1737 1738 1739 1740 1741

				// 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
1742
				refreshLights = true;		// remains set until update done
1743 1744

			}
M
Mr.doob 已提交
1745

1746 1747 1748
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1749
			if ( material.isShaderMaterial ||
1750 1751 1752
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1753

T
tschw 已提交
1754 1755 1756
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1757

T
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1758
					uCamPos.setValue( _gl,
1759
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1760 1761 1762 1763 1764

				}

			}

1765
			if ( material.isMeshPhongMaterial ||
1766 1767 1768 1769
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1770
				material.skinning ) {
1771

T
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1772
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1773 1774 1775

			}

M
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1776 1777 1778 1779 1780 1781
		}

		// 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

1782
		if ( material.skinning ) {
M
Mr.doob 已提交
1783

T
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1784 1785
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1786

T
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1787
			var skeleton = object.skeleton;
1788

T
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1789
			if ( skeleton ) {
1790

1791 1792
				var bones = skeleton.bones;

1793
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1794

1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805
					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
1806
						size = _Math.ceilPowerOfTwo( size );
1807 1808 1809 1810 1811 1812
						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 );
1813
						boneTexture.needsUpdate = true;
1814 1815 1816 1817 1818 1819 1820

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

					}

1821
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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Mr.doob 已提交
1822
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1823

T
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1824
				} else {
M
Mr.doob 已提交
1825

T
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1826
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1827 1828 1829 1830 1831 1832 1833 1834 1835

				}

			}

		}

		if ( refreshMaterial ) {

1836 1837 1838
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1839
			if ( material.lights ) {
M
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1840

1841
				// the current material requires lighting info
M
Mr.doob 已提交
1842

T
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1843 1844 1845 1846 1847 1848
				// 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
1849

T
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1850
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1851

T
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1852
			}
G
gero3 已提交
1853

T
tschw 已提交
1854
			// refresh uniforms common to several materials
G
gero3 已提交
1855

T
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1856
			if ( fog && material.fog ) {
G
gero3 已提交
1857

T
tschw 已提交
1858
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1859 1860 1861

			}

1862
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1863 1864 1865

				refreshUniformsCommon( m_uniforms, material );

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

1868 1869
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1870

1871
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1872

1873
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1874

1875
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1876

1877
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1878

1879
				} else {
1880

1881
					refreshUniformsPhong( m_uniforms, material );
1882

1883
				}
T
Takahiro 已提交
1884

1885
			} else if ( material.isMeshStandardMaterial ) {
T
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1886

1887
				refreshUniformsCommon( m_uniforms, material );
1888

1889
				if ( material.isMeshPhysicalMaterial ) {
1890

1891
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1892

1893
				} else {
W
WestLangley 已提交
1894

1895
					refreshUniformsStandard( m_uniforms, material );
W
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1896

1897
				}
W
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1898

W
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1899 1900 1901 1902 1903 1904
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

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

1907
				refreshUniformsCommon( m_uniforms, material );
W
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1908
				refreshUniformsDepth( m_uniforms, material );
1909

W
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1910
			} else if ( material.isMeshDistanceMaterial ) {
1911

1912
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1913
				refreshUniformsDistance( m_uniforms, material );
1914

1915
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1916

1917
				refreshUniformsCommon( m_uniforms, material );
1918
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1919

1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1934 1935 1936 1937
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1938 1939 1940 1941 1942
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1943 1944
			}

M
Mr.doob 已提交
1945 1946 1947
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1948 1949
			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
1950

1951
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
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1952 1953 1954

		}

1955 1956
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1957
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1958 1959 1960
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1961

1962 1963 1964 1965 1966 1967
		if ( material.isSpriteMaterial ) {

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

		}

T
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1968
		// common matrices
M
Mr.doob 已提交
1969

M
Mr.doob 已提交
1970 1971
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1972
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1973

T
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1974
		return program;
A
arose 已提交
1975 1976 1977

	}

M
Mr.doob 已提交
1978 1979
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1980
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1981 1982 1983

		uniforms.opacity.value = material.opacity;

1984 1985 1986 1987 1988
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1989

1990
		if ( material.emissive ) {
M
Mr.doob 已提交
1991

1992
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1993 1994 1995

		}

1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2022
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2023 2024 2025 2026

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

2027
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2028

2029
		}
M
Mr.doob 已提交
2030

2031 2032 2033 2034 2035 2036 2037
		if ( material.lightMap ) {

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

		}

2038
		if ( material.aoMap ) {
2039

2040 2041
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2042 2043 2044

		}

M
Mr.doob 已提交
2045
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2046 2047 2048 2049 2050
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2051
		// 6. emissive map
M
Mr.doob 已提交
2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2063 2064 2065 2066
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2067 2068 2069 2070 2071 2072 2073 2074
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2075 2076 2077 2078 2079 2080 2081 2082
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2083 2084 2085 2086
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2087 2088 2089 2090
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2091 2092 2093 2094
		}

		if ( uvScaleMap !== undefined ) {

2095
			// backwards compatibility
2096
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2097 2098 2099 2100 2101

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2102
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2103

W
WestLangley 已提交
2104
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2105

W
WestLangley 已提交
2106
			}
2107

2108
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2109 2110 2111

		}

M
Mr.doob 已提交
2112
	}
M
Mr.doob 已提交
2113

M
Mr.doob 已提交
2114
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2115 2116 2117 2118

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

M
Mr.doob 已提交
2119
	}
M
Mr.doob 已提交
2120

M
Mr.doob 已提交
2121
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2122 2123 2124 2125 2126

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

M
Mr.doob 已提交
2127
	}
M
Mr.doob 已提交
2128

M
Mr.doob 已提交
2129
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2130

2131
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2132
		uniforms.opacity.value = material.opacity;
2133
		uniforms.size.value = material.size * _pixelRatio;
2134
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2135 2136 2137

		uniforms.map.value = material.map;

2138 2139
		if ( material.map !== null ) {

W
WestLangley 已提交
2140
			if ( material.map.matrixAutoUpdate === true ) {
2141

W
WestLangley 已提交
2142
				material.map.updateMatrix();
W
WestLangley 已提交
2143 2144

			}
2145

2146
			uniforms.uvTransform.value.copy( material.map.matrix );
2147 2148 2149

		}

2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170
	}

	function refreshUniformsSprites( uniforms, material ) {

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

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2171
	}
M
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2172

M
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2173
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2174 2175 2176

		uniforms.fogColor.value = fog.color;

2177
		if ( fog.isFog ) {
M
Mr.doob 已提交
2178 2179 2180 2181

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

2182
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2183 2184 2185 2186 2187

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2188
	}
M
Mr.doob 已提交
2189

M
Mr.doob 已提交
2190
	function refreshUniformsLambert( uniforms, material ) {
2191 2192 2193 2194 2195 2196 2197 2198 2199

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2200
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2201

2202
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2203
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2204

2205
		if ( material.emissiveMap ) {
2206

2207
			uniforms.emissiveMap.value = material.emissiveMap;
2208

2209
		}
M
Mr.doob 已提交
2210

2211 2212 2213 2214
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2215
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2216

2217
		}
M
Mr.doob 已提交
2218

2219 2220 2221 2222
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2223
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2224 2225

		}
M
Mr.doob 已提交
2226

2227 2228 2229 2230 2231
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2232

2233
		}
2234

T
Takahiro 已提交
2235 2236 2237 2238 2239 2240
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2241
		if ( material.gradientMap ) {
T
Takahiro 已提交
2242

T
Takahiro 已提交
2243
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2244 2245 2246

		}

2247 2248
	}

M
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2249
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
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

		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;
2276
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2277 2278 2279 2280 2281 2282 2283

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2284
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304

		}

		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
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2305
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2306

2307 2308 2309 2310
		refreshUniformsStandard( uniforms, material );

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

2311 2312 2313
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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	}

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2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377
	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;

	}

2378 2379 2380 2381 2382 2383
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2384
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2385 2386 2387 2388 2389 2390 2391

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2392
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405

		}

		if ( material.displacementMap ) {

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

		}

	}

2406 2407
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2409

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2410
		uniforms.ambientLightColor.needsUpdate = value;
2411

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2412 2413 2414
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2415
		uniforms.rectAreaLights.needsUpdate = value;
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2416
		uniforms.hemisphereLights.needsUpdate = value;
2417

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2418
	}
2419

2420 2421 2422 2423 2424 2425 2426 2427
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2428
	this.getRenderTarget = function () {
2429 2430 2431

		return _currentRenderTarget;

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2432
	};
2433

2434
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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2435

2436 2437
		_currentRenderTarget = renderTarget;

2438
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2439

2440
			textures.setupRenderTarget( renderTarget );
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2441 2442 2443

		}

2444
		var framebuffer = _framebuffer;
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2445
		var isCube = false;
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2446 2447 2448

		if ( renderTarget ) {

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2449
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2450

M
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2451
			if ( renderTarget.isWebGLRenderTargetCube ) {
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2452

2453
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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2454
				isCube = true;
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2456 2457 2458 2459
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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2460 2461
			} else {

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2462
				framebuffer = __webglFramebuffer;
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2463 2464 2465

			}

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2466
			_currentViewport.copy( renderTarget.viewport );
2467 2468
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2469

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2470 2471
		} else {

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2472
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2473
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2474
			_currentScissorTest = _scissorTest;
2475

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2476 2477
		}

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2478
		if ( _currentFramebuffer !== framebuffer ) {
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2479 2480 2481 2482 2483 2484

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

		}

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2485
		state.viewport( _currentViewport );
2486 2487
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2488

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2489 2490 2491
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2492
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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2493 2494 2495

		}

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2496 2497
	};

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2498
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2499

0
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2500
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2501

2502
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
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2503
			return;
2504

G
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2505
		}
2506

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2507
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2508

M
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2509
		if ( framebuffer ) {
2510

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2511
			var restore = false;
2512

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2513
			if ( framebuffer !== _currentFramebuffer ) {
2514

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2515
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2516

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2517
				restore = true;
2518

G
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2519
			}
2520

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2521
			try {
2522

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2523
				var texture = renderTarget.texture;
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2524 2525
				var textureFormat = texture.format;
				var textureType = texture.type;
2526

2527
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2528

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

M
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2532
				}
2533

2534
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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2535 2536
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2537

M
Mr.doob 已提交
2538 2539
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2540

M
Mr.doob 已提交
2541
				}
2542

M
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2543
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2544

2545 2546
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2547
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2548

2549
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2550 2551

					}
2552

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2553
				} else {
M
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2554

M
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2555 2556 2557
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
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2558

M
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2559
			} finally {
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2560

M
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2561 2562 2563
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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2564

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2565 2566 2567
				}

			}
M
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2568 2569 2570

		}

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2571 2572
	};

2573
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2574 2575 2576

		var width = texture.image.width;
		var height = texture.image.height;
2577
		var glFormat = utils.convert( texture.format );
2578

2579
		textures.setTexture2D( texture, 0 );
2580

2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

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

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

2592
		textures.setTexture2D( dstTexture, 0 );
2593

2594 2595 2596 2597 2598 2599 2600 2601 2602
		if ( srcTexture.isDataTexture ) {

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

		} else {

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

		}
2603 2604 2605

	};

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2606
}
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2607

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2608

2609
export { WebGLRenderer };