WebGLRenderer.js 59.4 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';
import { UniformsUtils } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { 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,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3();
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		_gl.isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext;

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state, info;
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	var properties, textures, attributes, geometries, objects;
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	var programCache, renderLists, renderStates;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
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		if ( ! _gl.isWebGL2 ) {

			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 );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
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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 = ( '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 () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		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 () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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	//
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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		renderLists.dispose();
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		renderStates.dispose();
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		properties.dispose();
		objects.dispose();
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		vr.dispose();
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		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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	function renderObjectImmediate( object, program ) {
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		object.render( function ( object ) {

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			_this.renderBufferImmediate( object, program );
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		} );

	}

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	this.renderBufferImmediate = function ( object, program ) {
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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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		var programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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602
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
603

604 605
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
606 607 608 609 610

		}

		if ( object.hasNormals ) {

611
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
612
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
613

614 615
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
616 617 618

		}

619
		if ( object.hasUvs ) {
M
Mr.doob 已提交
620

621
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
622
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
623

624
			state.enableAttribute( programAttributes.uv );
625
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
626 627 628

		}

629
		if ( object.hasColors ) {
M
Mr.doob 已提交
630

631
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
632
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
633

634 635
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
636 637 638

		}

639
		state.disableUnusedAttributes();
640

M
Mr.doob 已提交
641 642 643 644 645 646
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

647
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
648

649
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
650 651

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
652

M
Mr.doob 已提交
653
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
654
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
655

M
Mr.doob 已提交
656
		var updateBuffers = false;
M
Mr.doob 已提交
657 658 659 660 661 662 663 664

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

665
		if ( object.morphTargetInfluences ) {
666

667
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
668 669 670 671 672

			updateBuffers = true;

		}

673 674
		//

675
		var index = geometry.index;
676
		var position = geometry.attributes.position;
677
		var rangeFactor = 1;
678

679 680
		if ( material.wireframe === true ) {

681
			index = geometries.getWireframeAttribute( geometry );
682
			rangeFactor = 2;
683 684 685

		}

M
Mr.doob 已提交
686
		var attribute;
M
Mr.doob 已提交
687
		var renderer = bufferRenderer;
688

689
		if ( index !== null ) {
690

M
Mr.doob 已提交
691
			attribute = attributes.get( index );
692

693
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
694
			renderer.setIndex( attribute );
695

696
		}
M
Mr.doob 已提交
697

698
		if ( updateBuffers ) {
M
Mr.doob 已提交
699

700
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
701

702
			if ( index !== null ) {
703

M
Mr.doob 已提交
704
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
705 706 707

			}

708
		}
709

710 711
		//

712
		var dataCount = Infinity;
713

M
Mr.doob 已提交
714
		if ( index !== null ) {
715

M
Mr.doob 已提交
716
			dataCount = index.count;
717

M
Mr.doob 已提交
718
		} else if ( position !== undefined ) {
719

M
Mr.doob 已提交
720
			dataCount = position.count;
721

M
Mr.doob 已提交
722
		}
723

M
Mr.doob 已提交
724 725
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
726

M
Mr.doob 已提交
727 728
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
729

M
Mr.doob 已提交
730
		var drawStart = Math.max( rangeStart, groupStart );
731
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
732 733 734

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

735 736
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
737
		//
738

739
		if ( object.isMesh ) {
740

741
			if ( material.wireframe === true ) {
742

743
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
744
				renderer.setMode( _gl.LINES );
745

746
			} else {
M
Mr.doob 已提交
747 748

				switch ( object.drawMode ) {
749

R
Rich Harris 已提交
750
					case TrianglesDrawMode:
B
Ben Adams 已提交
751 752 753
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
754
					case TriangleStripDrawMode:
B
Ben Adams 已提交
755 756 757
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
758
					case TriangleFanDrawMode:
B
Ben Adams 已提交
759 760 761 762
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
763

764
			}
765

766

767
		} else if ( object.isLine ) {
768

769
			var lineWidth = material.linewidth;
770

771
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
772

773
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
774

775
			if ( object.isLineSegments ) {
776

777
				renderer.setMode( _gl.LINES );
778

779 780 781 782
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

783
			} else {
784

785
				renderer.setMode( _gl.LINE_STRIP );
786 787

			}
M
Mr.doob 已提交
788

789
		} else if ( object.isPoints ) {
790 791

			renderer.setMode( _gl.POINTS );
792

793 794 795 796
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

797
		}
798

T
Takahiro 已提交
799
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
800 801 802

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
803
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
804

J
jfranc 已提交
805
			}
806 807 808

		} else {

M
Mr.doob 已提交
809
			renderer.render( drawStart, drawCount );
810

M
Mr.doob 已提交
811 812 813 814
		}

	};

815
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
816

817
		if ( geometry && geometry.isInstancedBufferGeometry & ! _gl.isWebGL2 ) {
B
Ben Adams 已提交
818

819
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
820

821
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
822
				return;
B
Ben Adams 已提交
823

M
Mr.doob 已提交
824 825 826
			}

		}
B
Ben Adams 已提交
827

828 829
		state.initAttributes();

830
		var geometryAttributes = geometry.attributes;
831

832
		var programAttributes = program.getAttributes();
833

834
		var materialDefaultAttributeValues = material.defaultAttributeValues;
835

836
		for ( var name in programAttributes ) {
837

838
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
839

M
Mr.doob 已提交
840
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
841

842
				var geometryAttribute = geometryAttributes[ name ];
843

M
Mr.doob 已提交
844
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
845

846
					var normalized = geometryAttribute.normalized;
847
					var size = geometryAttribute.itemSize;
848

M
Mr.doob 已提交
849
					var attribute = attributes.get( geometryAttribute );
850

851 852 853 854
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
855 856 857
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
858

A
aardgoose 已提交
859
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
860

M
Mr.doob 已提交
861 862 863 864
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
865
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
866

867
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
868

M
Mr.doob 已提交
869
							if ( geometry.maxInstancedCount === undefined ) {
870

D
dubejf 已提交
871
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
872

M
Mr.doob 已提交
873
							}
B
Ben Adams 已提交
874

M
Mr.doob 已提交
875
						} else {
B
Ben Adams 已提交
876

M
Mr.doob 已提交
877
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
878

M
Mr.doob 已提交
879
						}
B
Ben Adams 已提交
880

M
Mr.doob 已提交
881
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
882
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
883

M
Mr.doob 已提交
884
					} else {
B
Ben Adams 已提交
885

A
aardgoose 已提交
886
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
887

888
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
889

M
Mr.doob 已提交
890
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
891

D
dubejf 已提交
892
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
893

M
Mr.doob 已提交
894
							}
B
Ben Adams 已提交
895

M
Mr.doob 已提交
896 897 898 899
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
902
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
903
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
904

B
Ben Adams 已提交
905
					}
M
Mr.doob 已提交
906

907 908
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
909
					var value = materialDefaultAttributeValues[ name ];
910

911
					if ( value !== undefined ) {
M
Mr.doob 已提交
912

913
						switch ( value.length ) {
M
Mr.doob 已提交
914

915 916 917
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
918

919 920 921
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
922

923 924 925
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
926

927 928
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
929 930

						}
M
Mr.doob 已提交
931 932 933 934 935 936 937 938

					}

				}

			}

		}
939

940
		state.disableUnusedAttributes();
941

M
Mr.doob 已提交
942 943
	}

M
Mr.doob 已提交
944
	// Compile
M
Mr.doob 已提交
945

M
Mr.doob 已提交
946
	this.compile = function ( scene, camera ) {
947

M
Mr.doob 已提交
948
		currentRenderState = renderStates.get( scene, camera );
949
		currentRenderState.init();
950

M
Mr.doob 已提交
951
		scene.traverse( function ( object ) {
G
gero3 已提交
952 953

			if ( object.isLight ) {
M
Mr.doob 已提交
954

955
				currentRenderState.pushLight( object );
956 957 958

				if ( object.castShadow ) {

959
					currentRenderState.pushShadow( object );
960 961

				}
M
Mr.doob 已提交
962

G
gero3 已提交
963
			}
M
Mr.doob 已提交
964 965 966

		} );

967
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
968 969 970 971 972

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
973
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
974

G
gero3 已提交
975
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
976 977 978

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

G
gero3 已提交
979
					}
M
Mr.doob 已提交
980

G
gero3 已提交
981
				} else {
M
Mr.doob 已提交
982 983 984

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

G
gero3 已提交
985
				}
M
Mr.doob 已提交
986

G
gero3 已提交
987
			}
M
Mr.doob 已提交
988 989

		} );
G
gero3 已提交
990 991

	};
992

993
	// Animation Loop
M
Mr.doob 已提交
994

M
Mr.doob 已提交
995
	var onAnimationFrameCallback = null;
996

997
	function onAnimationFrame( time ) {
998

M
Mr.doob 已提交
999
		if ( vr.isPresenting() ) return;
1000
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1001

1002
	}
1003

M
Mr.doob 已提交
1004 1005
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1006 1007

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1008

1009
	this.setAnimationLoop = function ( callback ) {
1010

M
Mr.doob 已提交
1011 1012
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1013

1014 1015
		animation.start();

1016 1017
	};

M
Mr.doob 已提交
1018 1019 1020
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1021

0
06wj 已提交
1022
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1023

1024
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1025 1026 1027 1028
			return;

		}

1029 1030
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1031 1032
		// reset caching for this frame

1033
		_currentGeometryProgram = '';
1034
		_currentMaterialId = - 1;
1035
		_currentCamera = null;
M
Mr.doob 已提交
1036 1037 1038

		// update scene graph

1039
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1040 1041 1042

		// update camera matrices and frustum

1043
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1044

1045 1046 1047 1048 1049 1050
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1051 1052
		//

1053 1054
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1055

1056 1057
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1058 1059 1060
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1061
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1062
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1063

1064 1065 1066
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1067
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1068

M
Mr.doob 已提交
1069
		if ( _this.sortObjects === true ) {
1070

1071
			currentRenderList.sort();
M
Mr.doob 已提交
1072

1073 1074
		}

M
Mr.doob 已提交
1075
		//
M
Mr.doob 已提交
1076

T
tschw 已提交
1077
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1078

1079
		var shadowsArray = currentRenderState.state.shadowsArray;
1080

1081
		shadowMap.render( shadowsArray, scene, camera );
1082

1083
		currentRenderState.setupLights( camera );
1084

T
tschw 已提交
1085
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1086

M
Mr.doob 已提交
1087 1088
		//

A
Atrahasis 已提交
1089
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1090

1091 1092 1093 1094 1095 1096
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1097 1098
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1099 1100
		//

1101
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1102

1103
		// render scene
M
Mr.doob 已提交
1104

1105 1106
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
Mugen87 已提交
1107
		var spriteObjects = currentRenderList.sprites;
1108

M
Mr.doob 已提交
1109 1110
		if ( scene.overrideMaterial ) {

1111
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1112

M
Mr.doob 已提交
1113 1114
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mugen87 已提交
1115
			if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera, overrideMaterial );
1116

M
Mr.doob 已提交
1117 1118 1119 1120
		} else {

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

M
Mr.doob 已提交
1121
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1122 1123 1124

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

M
Mr.doob 已提交
1125
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1126

1127
			//
M
Mr.doob 已提交
1128

M
Mugen87 已提交
1129
			if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera );
1130

1131
		}
M
Mr.doob 已提交
1132 1133 1134

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

M
Mr.doob 已提交
1135 1136
		if ( renderTarget ) {

1137
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1138 1139 1140

		}

1141
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1142

1143 1144 1145
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1146

1147
		state.setPolygonOffset( false );
1148

1149
		scene.onAfterRender( _this, scene, camera );
1150

M
Mr.doob 已提交
1151
		if ( vr.enabled ) {
1152

M
Mr.doob 已提交
1153
			vr.submitFrame();
1154

M
Mr.doob 已提交
1155
		}
M
Mr.doob 已提交
1156

M
Mr.doob 已提交
1157 1158
		// _gl.finish();

1159
		currentRenderList = null;
1160
		currentRenderState = null;
1161

M
Mr.doob 已提交
1162
	};
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Mr.doob 已提交
1163

1164
	/*
M
Mr.doob 已提交
1165 1166
	// TODO Duplicated code (Frustum)

1167 1168
	var _sphere = new Sphere();

T
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1169 1170 1171 1172 1173 1174 1175
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1176
		_sphere.copy( geometry.boundingSphere ).
1177
		applyMatrix4( object.matrixWorld );
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1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
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1194 1195

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1196 1197 1198 1199

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1212
		} while ( ++ i !== numPlanes );
T
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1213 1214 1215 1216

		return true;

	}
1217
	*/
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1218

M
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1219
	function projectObject( object, camera, sortObjects ) {
M
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1220

1221
		if ( object.visible === false ) return;
M
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1222

1223
		var visible = object.layers.test( camera.layers );
M
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1224

1225
		if ( visible ) {
1226

1227
			if ( object.isLight ) {
M
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1228

1229
				currentRenderState.pushLight( object );
1230 1231 1232

				if ( object.castShadow ) {

1233
					currentRenderState.pushShadow( object );
1234 1235

				}
M
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1236

1237
			} else if ( object.isSprite ) {
M
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1238

1239
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1240

1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251
					if ( sortObjects ) {

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

					}

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

					currentRenderList.push( object, geometry, material, _vector3.z, null );
M
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1252

1253
				}
M
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1254

1255
			} else if ( object.isImmediateRenderObject ) {
M
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1256

1257
				if ( sortObjects ) {
M
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1258

1259 1260
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1261

1262
				}
M
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1263

1264
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1265

1266
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1267

1268
				if ( object.isSkinnedMesh ) {
1269

1270
					object.skeleton.update();
1271

1272
				}
1273

1274
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1275

1276 1277 1278 1279 1280 1281
					if ( sortObjects ) {

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

					}
1282

1283 1284
					var geometry = objects.update( object );
					var material = object.material;
1285

1286
					if ( Array.isArray( material ) ) {
1287

1288
						var groups = geometry.groups;
1289

1290
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
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1291

1292 1293
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1294

1295
							if ( groupMaterial && groupMaterial.visible ) {
1296

1297 1298 1299
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
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1300

M
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1301
						}
M
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1302

1303
					} else if ( material.visible ) {
1304

1305
						currentRenderList.push( object, geometry, material, _vector3.z, null );
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1306

1307
					}
M
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1308

1309
				}
M
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1310

1311
			}
M
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1312

M
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1313
		}
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1314

M
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1315
		var children = object.children;
M
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1316

M
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1317 1318
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1319
			projectObject( children[ i ], camera, sortObjects );
M
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1320

1321
		}
1322

1323
	}
M
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1324

1325
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1326

M
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1327
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1328

1329
			var renderItem = renderList[ i ];
M
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1330

1331
			var object = renderItem.object;
M
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1332 1333 1334
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1335

M
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1336
			if ( camera.isArrayCamera ) {
M
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1337

1338 1339
				_currentArrayCamera = camera;

M
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1340
				var cameras = camera.cameras;
M
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1341

M
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1342
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1343

M
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1344
					var camera2 = cameras[ j ];
M
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1345

1346
					if ( object.layers.test( camera2.layers ) ) {
1347

M
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1348 1349 1350 1351 1352 1353 1354
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1355

M
Mr.doob 已提交
1356 1357 1358 1359
							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
1360

M
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1361 1362 1363
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1364 1365 1366 1367

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

					}
M
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1368

M
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1369
				}
1370

M
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1371
			} else {
M
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1372

1373 1374
				_currentArrayCamera = null;

M
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1375
				renderObject( object, scene, camera, geometry, material, group );
M
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1376

M
Mr.doob 已提交
1377
			}
M
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1378

1379
		}
M
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1380

1381
	}
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1382

M
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1383 1384
	function renderObject( object, scene, camera, geometry, material, group ) {

M
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1385
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1386
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1387

M
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1388 1389 1390 1391 1392
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1393
			state.setMaterial( material );
M
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1394 1395 1396 1397 1398

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

			_currentGeometryProgram = '';

M
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1399
			renderObjectImmediate( object, program );
M
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1400 1401 1402

		} else {

M
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1403
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1404 1405 1406

		}

M
Mr.doob 已提交
1407
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1408
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1409

M
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1410 1411
	}

1412
	function initMaterial( material, fog, object ) {
M
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1413

1414
		var materialProperties = properties.get( material );
G
gero3 已提交
1415

1416 1417
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1418

T
tschw 已提交
1419
		var parameters = programCache.getParameters(
1420
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1421

G
gero3 已提交
1422
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1423

1424
		var program = materialProperties.program;
T
tschw 已提交
1425
		var programChange = true;
1426

1427
		if ( program === undefined ) {
B
Ben Adams 已提交
1428

M
Mr.doob 已提交
1429 1430
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1431

1432
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1433

M
Mr.doob 已提交
1434
			// changed glsl or parameters
1435
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1436

1437 1438 1439 1440 1441
		} else if ( materialProperties.lightsHash !== lights.state.hash ) {

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

G
gero3 已提交
1442
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1443

T
tschw 已提交
1444
			// same glsl and uniform list
T
tschw 已提交
1445 1446
			return;

T
tschw 已提交
1447
		} else {
B
Ben Adams 已提交
1448

T
tschw 已提交
1449 1450
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1451 1452 1453

		}

1454
		if ( programChange ) {
B
Ben Adams 已提交
1455

1456
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1457

R
Rich Harris 已提交
1458
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1459

1460
				materialProperties.shader = {
1461
					name: material.type,
1462
					uniforms: UniformsUtils.clone( shader.uniforms ),
1463
					vertexShader: shader.vertexShader,
1464
					fragmentShader: shader.fragmentShader
1465
				};
B
Ben Adams 已提交
1466

1467
			} else {
B
Ben Adams 已提交
1468

1469
				materialProperties.shader = {
1470 1471 1472
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1473
					fragmentShader: material.fragmentShader
1474
				};
G
gero3 已提交
1475

1476
			}
G
gero3 已提交
1477

1478
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1479

1480
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1481

1482 1483
			materialProperties.program = program;
			material.program = program;
1484 1485 1486

		}

1487
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1488 1489 1490 1491 1492

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1493
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1494

1495
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1509
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1510

1511
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1512 1513 1514 1515 1516 1517 1518 1519 1520

					material.numSupportedMorphNormals ++;

				}

			}

		}

1521
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1522

1523
		if ( ! material.isShaderMaterial &&
1524 1525
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1526

T
tschw 已提交
1527
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1528
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1529
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1530 1531 1532

		}

1533
		materialProperties.fog = fog;
1534

1535
		// store the light setup it was created for
1536

1537
		materialProperties.lightsHash = lights.state.hash;
1538

M
Mr.doob 已提交
1539
		if ( material.lights ) {
1540 1541 1542

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

1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555
			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;
1556
			// TODO (abelnation): add area lights shadow info to uniforms
1557

1558 1559
		}

T
tschw 已提交
1560 1561
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1562
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1563

T
tschw 已提交
1564
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1565

M
Mr.doob 已提交
1566
	}
M
Mr.doob 已提交
1567

1568
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1569 1570 1571

		_usedTextureUnits = 0;

1572
		var materialProperties = properties.get( material );
1573
		var lights = currentRenderState.state.lights;
1574

T
tschw 已提交
1575 1576 1577 1578 1579
		if ( _clippingEnabled ) {

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

				var useCache =
1580 1581
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1582 1583 1584 1585

				// 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
1586
				_clipping.setState(
1587 1588
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1589 1590 1591 1592 1593

			}

		}

1594
		if ( material.needsUpdate === false ) {
1595

1596
			if ( materialProperties.program === undefined ) {
1597

1598
				material.needsUpdate = true;
1599

1600
			} else if ( material.fog && materialProperties.fog !== fog ) {
1601

M
Mr.doob 已提交
1602
				material.needsUpdate = true;
1603

1604
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1605

1606
				material.needsUpdate = true;
1607

1608
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1609
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1610
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1611 1612 1613

				material.needsUpdate = true;

1614
			}
1615 1616 1617 1618

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1619

1620
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1621 1622 1623 1624
			material.needsUpdate = false;

		}

1625
		var refreshProgram = false;
M
Mr.doob 已提交
1626
		var refreshMaterial = false;
1627
		var refreshLights = false;
M
Mr.doob 已提交
1628

1629
		var program = materialProperties.program,
1630
			p_uniforms = program.getUniforms(),
1631
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1632

1633
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1634

1635
			refreshProgram = true;
M
Mr.doob 已提交
1636
			refreshMaterial = true;
1637
			refreshLights = true;
M
Mr.doob 已提交
1638 1639 1640 1641 1642 1643

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1644

M
Mr.doob 已提交
1645 1646 1647 1648
			refreshMaterial = true;

		}

1649
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1650

M
Mr.doob 已提交
1651
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1652

G
gero3 已提交
1653
			if ( capabilities.logarithmicDepthBuffer ) {
1654

T
tschw 已提交
1655
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1656
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1657 1658 1659

			}

1660
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1661

1662
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1663

1664
				_currentCamera = ( _currentArrayCamera || camera );
1665 1666 1667 1668 1669 1670

				// 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
1671
				refreshLights = true;		// remains set until update done
1672 1673

			}
M
Mr.doob 已提交
1674

1675 1676 1677
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1678
			if ( material.isShaderMaterial ||
1679 1680 1681
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1682

T
tschw 已提交
1683 1684 1685
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1686

T
tschw 已提交
1687
					uCamPos.setValue( _gl,
1688
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1689 1690 1691 1692 1693

				}

			}

1694
			if ( material.isMeshPhongMaterial ||
1695 1696 1697 1698
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1699
				material.skinning ) {
1700

T
tschw 已提交
1701
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1702 1703 1704

			}

M
Mr.doob 已提交
1705 1706 1707 1708 1709 1710
		}

		// 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

1711
		if ( material.skinning ) {
M
Mr.doob 已提交
1712

T
tschw 已提交
1713 1714
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1715

T
tschw 已提交
1716
			var skeleton = object.skeleton;
1717

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1718
			if ( skeleton ) {
1719

1720 1721
				var bones = skeleton.bones;

1722
				if ( capabilities.floatVertexTextures ) {
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1723

1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734
					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
1735
						size = _Math.ceilPowerOfTwo( size );
1736 1737 1738 1739 1740 1741
						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 );
1742
						boneTexture.needsUpdate = true;
1743 1744 1745 1746 1747 1748 1749

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

					}

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1750 1751
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
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1752

T
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1753
				} else {
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1754

T
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1755
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
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1756 1757 1758 1759 1760 1761 1762 1763 1764

				}

			}

		}

		if ( refreshMaterial ) {

1765 1766 1767
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1768
			if ( material.lights ) {
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1769

1770
				// the current material requires lighting info
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1771

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1772 1773 1774 1775 1776 1777
				// 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
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1778

T
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1779
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
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1780

T
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1781
			}
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1782

T
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1783
			// refresh uniforms common to several materials
G
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1784

T
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1785
			if ( fog && material.fog ) {
G
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1786

T
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1787
				refreshUniformsFog( m_uniforms, fog );
M
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1788 1789 1790

			}

1791
			if ( material.isMeshBasicMaterial ) {
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1792 1793 1794

				refreshUniformsCommon( m_uniforms, material );

1795
			} else if ( material.isMeshLambertMaterial ) {
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1796

1797 1798
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1799

1800
			} else if ( material.isMeshPhongMaterial ) {
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1801

1802
				refreshUniformsCommon( m_uniforms, material );
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1803

1804
				if ( material.isMeshToonMaterial ) {
M
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1805

1806
					refreshUniformsToon( m_uniforms, material );
M
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1807

1808
				} else {
1809

1810
					refreshUniformsPhong( m_uniforms, material );
1811

1812
				}
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1813

1814
			} else if ( material.isMeshStandardMaterial ) {
T
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1815

1816
				refreshUniformsCommon( m_uniforms, material );
1817

1818
				if ( material.isMeshPhysicalMaterial ) {
1819

1820
					refreshUniformsPhysical( m_uniforms, material );
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1821

1822
				} else {
W
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1823

1824
					refreshUniformsStandard( m_uniforms, material );
W
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1825

1826
				}
W
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1827

1828
			} else if ( material.isMeshDepthMaterial ) {
M
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1829

1830
				refreshUniformsCommon( m_uniforms, material );
W
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1831
				refreshUniformsDepth( m_uniforms, material );
1832

W
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1833
			} else if ( material.isMeshDistanceMaterial ) {
1834

1835
				refreshUniformsCommon( m_uniforms, material );
W
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1836
				refreshUniformsDistance( m_uniforms, material );
1837

1838
			} else if ( material.isMeshNormalMaterial ) {
M
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1839

1840
				refreshUniformsCommon( m_uniforms, material );
1841
				refreshUniformsNormal( m_uniforms, material );
M
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1842

1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1857 1858 1859 1860
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1861 1862 1863 1864 1865
			} else if ( material.isShadowMaterial ) {

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

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1866 1867
			}

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1868 1869 1870
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1871 1872
			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;
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1873

1874
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1875 1876 1877

		}

1878 1879 1880 1881 1882 1883
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
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1884

1885 1886 1887 1888 1889 1890
		if ( material.isSpriteMaterial ) {

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

		}

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1891
		// common matrices
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1892

M
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1893 1894
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1895
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
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1896

T
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1897
		return program;
A
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1898 1899 1900

	}

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1901 1902
	// Uniforms (refresh uniforms objects)

M
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1903
	function refreshUniformsCommon( uniforms, material ) {
M
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1904 1905 1906

		uniforms.opacity.value = material.opacity;

1907 1908 1909 1910 1911
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
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1912

1913
		if ( material.emissive ) {
M
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1914

1915
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
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1916 1917 1918

		}

1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

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

1950
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1951

1952
		}
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1953

1954 1955 1956 1957 1958 1959 1960
		if ( material.lightMap ) {

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

		}

1961
		if ( material.aoMap ) {
1962

1963 1964
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1965 1966 1967

		}

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1968
		// uv repeat and offset setting priorities
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1969 1970 1971 1972 1973
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1974
		// 6. emissive map
M
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1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1986 1987 1988 1989
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
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1990 1991 1992 1993 1994 1995 1996 1997
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1998 1999 2000 2001 2002 2003 2004 2005
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2006 2007 2008 2009
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2010 2011 2012 2013
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
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2014 2015 2016 2017
		}

		if ( uvScaleMap !== undefined ) {

2018
			// backwards compatibility
2019
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2020 2021 2022 2023 2024

				uvScaleMap = uvScaleMap.texture;

			}

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2025
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
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2026

W
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2027
				uvScaleMap.updateMatrix();
M
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2028

W
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2029
			}
2030

2031
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
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2032 2033 2034

		}

M
Mr.doob 已提交
2035
	}
M
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2036

M
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2037
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2038 2039 2040 2041

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

M
Mr.doob 已提交
2042
	}
M
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2043

M
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2044
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2045 2046 2047 2048 2049

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

M
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2050
	}
M
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2051

M
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2052
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2053

2054
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2055
		uniforms.opacity.value = material.opacity;
2056
		uniforms.size.value = material.size * _pixelRatio;
2057
		uniforms.scale.value = _height * 0.5;
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2058 2059 2060

		uniforms.map.value = material.map;

2061 2062
		if ( material.map !== null ) {

W
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2063
			if ( material.map.matrixAutoUpdate === true ) {
2064

W
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2065
				material.map.updateMatrix();
W
WestLangley 已提交
2066 2067

			}
2068

2069
			uniforms.uvTransform.value.copy( material.map.matrix );
2070 2071 2072

		}

2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093
	}

	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
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2094
	}
M
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2095

M
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2096
	function refreshUniformsFog( uniforms, fog ) {
M
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2097 2098 2099

		uniforms.fogColor.value = fog.color;

2100
		if ( fog.isFog ) {
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Mr.doob 已提交
2101 2102 2103 2104

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

2105
		} else if ( fog.isFogExp2 ) {
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2106 2107 2108 2109 2110

			uniforms.fogDensity.value = fog.density;

		}

M
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2111
	}
M
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2112

M
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2113
	function refreshUniformsLambert( uniforms, material ) {
2114 2115 2116 2117 2118 2119 2120 2121 2122

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

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2123
	function refreshUniformsPhong( uniforms, material ) {
M
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2124

2125
		uniforms.specular.value = material.specular;
M
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2126
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
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2127

2128
		if ( material.emissiveMap ) {
2129

2130
			uniforms.emissiveMap.value = material.emissiveMap;
2131

2132
		}
M
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2133

2134 2135 2136 2137
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2138
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
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2139

2140
		}
M
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2141

2142 2143 2144 2145
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2146
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2147 2148

		}
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2149

2150 2151 2152 2153 2154
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2155

2156
		}
2157

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2158 2159 2160 2161 2162 2163
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
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2164
		if ( material.gradientMap ) {
T
Takahiro 已提交
2165

T
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2166
			uniforms.gradientMap.value = material.gradientMap;
T
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2167 2168 2169

		}

2170 2171
	}

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2172
	function refreshUniformsStandard( uniforms, material ) {
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2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198

		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;
2199
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
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2200 2201 2202 2203 2204 2205 2206

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2207
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
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2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227

		}

		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;

		}

	}

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2228
	function refreshUniformsPhysical( uniforms, material ) {
W
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2229

2230 2231 2232 2233
		refreshUniformsStandard( uniforms, material );

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

2234 2235 2236
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2237 2238
	}

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2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266
	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;

	}

2267 2268 2269 2270 2271 2272
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2273
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2274 2275 2276 2277 2278 2279 2280

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2281
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294

		}

		if ( material.displacementMap ) {

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

		}

	}

2295 2296
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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2297
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2298

M
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2299
		uniforms.ambientLightColor.needsUpdate = value;
2300

B
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2301 2302 2303
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2304
		uniforms.rectAreaLights.needsUpdate = value;
B
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2305
		uniforms.hemisphereLights.needsUpdate = value;
2306

M
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2307
	}
2308

M
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2309 2310
	// Textures

T
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2311 2312 2313 2314 2315 2316
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2317
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2318 2319 2320 2321 2322 2323 2324 2325 2326

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2327
	this.allocTextureUnit = allocTextureUnit;
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2328

2329
	// this.setTexture2D = setTexture2D;
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Mr.doob 已提交
2330
	this.setTexture2D = ( function () {
T
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2331

2332
		var warned = false;
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2333

2334
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2335
		return function setTexture2D( texture, slot ) {
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2336

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Takahiro 已提交
2337
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2338

2339
				if ( ! warned ) {
T
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2340

2341 2342
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2343

2344
				}
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2345

2346
				texture = texture.texture;
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2347

2348
			}
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2349

2350
			textures.setTexture2D( texture, slot );
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2351

2352
		};
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2353

2354
	}() );
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A
artur.trzesiok 已提交
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	this.setTexture3D = ( function () {
A
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2357

A
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2358 2359 2360 2361 2362 2363 2364
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
			textures.setTexture3D( texture, slot );

		};

	}() );
A
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Mr.doob 已提交
2366
	this.setTexture = ( function () {
2367 2368 2369

		var warned = false;

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2370
		return function setTexture( texture, slot ) {
2371 2372 2373 2374 2375 2376 2377 2378

			if ( ! warned ) {

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

			}

2379
			textures.setTexture2D( texture, slot );
2380 2381 2382 2383 2384

		};

	}() );

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2385
	this.setTextureCube = ( function () {
2386 2387 2388

		var warned = false;

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WestLangley 已提交
2389
		return function setTextureCube( texture, slot ) {
2390 2391

			// backwards compatibility: peel texture.texture
T
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2392
			if ( texture && texture.isWebGLRenderTargetCube ) {
2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
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2407
			if ( ( texture && texture.isCubeTexture ) ||
2408
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2409 2410 2411 2412

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2413
				textures.setTextureCube( texture, slot );
2414 2415 2416 2417 2418

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2419
				textures.setTextureCubeDynamic( texture, slot );
2420 2421 2422 2423 2424 2425

			}

		};

	}() );
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2426

2427 2428 2429 2430 2431 2432 2433 2434
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2435
	this.getRenderTarget = function () {
2436 2437 2438

		return _currentRenderTarget;

M
Michael Herzog 已提交
2439
	};
2440

2441
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2442

2443 2444
		_currentRenderTarget = renderTarget;

2445
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2446

2447
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2448 2449 2450

		}

2451
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2452
		var isCube = false;
M
Mr.doob 已提交
2453 2454 2455

		if ( renderTarget ) {

M
Mr.doob 已提交
2456
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2457

M
Mr.doob 已提交
2458
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2459

M
Mr.doob 已提交
2460
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2461
				isCube = true;
M
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2462 2463 2464

			} else {

M
Mr.doob 已提交
2465
				framebuffer = __webglFramebuffer;
M
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2466 2467 2468

			}

M
Mr.doob 已提交
2469
			_currentViewport.copy( renderTarget.viewport );
2470 2471
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2472

M
Mr.doob 已提交
2473 2474
		} else {

M
Mr.doob 已提交
2475
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2476
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2477
			_currentScissorTest = _scissorTest;
2478

M
Mr.doob 已提交
2479 2480
		}

M
Mr.doob 已提交
2481
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2482 2483 2484 2485 2486 2487

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

		}

M
Mr.doob 已提交
2488
		state.viewport( _currentViewport );
2489 2490
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2491

M
Mr.doob 已提交
2492 2493 2494
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2495
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2496 2497 2498

		}

M
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2499 2500
	};

M
Mr.doob 已提交
2501
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2502

0
06wj 已提交
2503
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2504

2505
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2506
			return;
2507

G
gero3 已提交
2508
		}
2509

M
Mr.doob 已提交
2510
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2511

M
Mr.doob 已提交
2512
		if ( framebuffer ) {
2513

G
gero3 已提交
2514
			var restore = false;
2515

M
Mr.doob 已提交
2516
			if ( framebuffer !== _currentFramebuffer ) {
2517

M
Mr.doob 已提交
2518
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2519

G
gero3 已提交
2520
				restore = true;
2521

G
gero3 已提交
2522
			}
2523

M
Mr.doob 已提交
2524
			try {
2525

M
Mr.doob 已提交
2526
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2527 2528
				var textureFormat = texture.format;
				var textureType = texture.type;
2529

2530
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2531

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

M
Mr.doob 已提交
2535
				}
2536

2537
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2538 2539
					! ( textureType === FloatType && ( _gl.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( _gl.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2540

M
Mr.doob 已提交
2541 2542
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2543

M
Mr.doob 已提交
2544
				}
2545

M
Mr.doob 已提交
2546
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2547

2548 2549
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2550
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2551

2552
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2553 2554

					}
2555

M
Mr.doob 已提交
2556
				} else {
M
Mr.doob 已提交
2557

M
Mr.doob 已提交
2558 2559 2560
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2561

M
Mr.doob 已提交
2562
			} finally {
M
Mr.doob 已提交
2563

M
Mr.doob 已提交
2564 2565 2566
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2567

M
Mr.doob 已提交
2568 2569 2570
				}

			}
M
Mr.doob 已提交
2571 2572 2573

		}

M
Mr.doob 已提交
2574 2575
	};

2576
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2577 2578 2579

		var width = texture.image.width;
		var height = texture.image.height;
2580
		var glFormat = utils.convert( texture.format );
2581 2582 2583

		this.setTexture2D( texture, 0 );

2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

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

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

		this.setTexture2D( dstTexture, 0 );

2597 2598 2599 2600 2601 2602 2603 2604 2605
		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 );

		}
2606 2607 2608

	};

M
Mr.doob 已提交
2609
}
R
Rich Harris 已提交
2610

T
Tristan VALCKE 已提交
2611

2612
export { WebGLRenderer };