WebGLRenderer.js 62.5 KB
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import {
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebGLMultiview } from './webgl/WebGLMultiview.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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function WebGLRenderer( parameters ) {
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	parameters = parameters || {};

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_multiviewRequested = parameters.multiview !== undefined ? parameters.multiview : false,
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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,
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		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

	this.domElement = _canvas;

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
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	this.vr = vr;
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	var multiview = this.multiview = new WebGLMultiview( _multiviewRequested, _gl, _canvas, extensions, capabilities, properties );
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );
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		this.setViewport( 0, 0, width, height );

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

616
	function deallocateMaterial( material ) {
M
Mr.doob 已提交
617

618 619
		releaseMaterialProgramReference( material );

620
		properties.remove( material );
621

622
	}
623 624


625
	function releaseMaterialProgramReference( material ) {
626

627
		var programInfo = properties.get( material ).program;
M
Mr.doob 已提交
628 629 630

		material.program = undefined;

631
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
632

633
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
634

M
Mr.doob 已提交
635 636
		}

637
	}
M
Mr.doob 已提交
638 639 640

	// Buffer rendering

M
Mr.doob 已提交
641
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
642 643 644

		object.render( function ( object ) {

M
Mr.doob 已提交
645
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
646 647 648 649 650

		} );

	}

M
Mugen87 已提交
651
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
652

653
		state.initAttributes();
654

655
		var buffers = properties.get( object );
656

657 658 659 660
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
661

662
		var programAttributes = program.getAttributes();
663

M
Mr.doob 已提交
664 665
		if ( object.hasPositions ) {

666
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
667
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
668

669 670
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
671 672 673 674 675

		}

		if ( object.hasNormals ) {

676
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
677
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
678

679 680
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
681 682 683

		}

684
		if ( object.hasUvs ) {
M
Mr.doob 已提交
685

686
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
687
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
688

689
			state.enableAttribute( programAttributes.uv );
690
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
691 692 693

		}

694
		if ( object.hasColors ) {
M
Mr.doob 已提交
695

696
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
697
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
698

699 700
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
701 702 703

		}

704
		state.disableUnusedAttributes();
705

M
Mr.doob 已提交
706 707 708 709 710 711
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

712
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
713

714
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
715 716

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
717

M
Mr.doob 已提交
718
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
719

M
Mr.doob 已提交
720
		var updateBuffers = false;
M
Mr.doob 已提交
721

722 723 724
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
725

M
Mr.doob 已提交
726 727
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
728
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
729 730 731 732
			updateBuffers = true;

		}

733
		if ( object.morphTargetInfluences ) {
734

735
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
736 737 738 739 740

			updateBuffers = true;

		}

741 742
		//

743
		var index = geometry.index;
744
		var position = geometry.attributes.position;
745
		var rangeFactor = 1;
746

747 748
		if ( material.wireframe === true ) {

749
			index = geometries.getWireframeAttribute( geometry );
750
			rangeFactor = 2;
751 752 753

		}

M
Mr.doob 已提交
754
		var attribute;
M
Mr.doob 已提交
755
		var renderer = bufferRenderer;
756

757
		if ( index !== null ) {
758

M
Mr.doob 已提交
759
			attribute = attributes.get( index );
760

761
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
762
			renderer.setIndex( attribute );
763

764
		}
M
Mr.doob 已提交
765

766
		if ( updateBuffers ) {
M
Mr.doob 已提交
767

768
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
769

770
			if ( index !== null ) {
771

M
Mr.doob 已提交
772
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
773 774 775

			}

776
		}
777

778 779
		//

780
		var dataCount = Infinity;
781

M
Mr.doob 已提交
782
		if ( index !== null ) {
783

M
Mr.doob 已提交
784
			dataCount = index.count;
785

M
Mr.doob 已提交
786
		} else if ( position !== undefined ) {
787

M
Mr.doob 已提交
788
			dataCount = position.count;
789

M
Mr.doob 已提交
790
		}
791

M
Mr.doob 已提交
792 793
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
794

M
Mr.doob 已提交
795 796
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
797

M
Mr.doob 已提交
798
		var drawStart = Math.max( rangeStart, groupStart );
799
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
800 801 802

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

803 804
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
805
		//
806

807
		if ( object.isMesh ) {
808

809
			if ( material.wireframe === true ) {
810

811
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
812
				renderer.setMode( _gl.LINES );
813

814
			} else {
M
Mr.doob 已提交
815 816

				switch ( object.drawMode ) {
817

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

R
Rich Harris 已提交
822
					case TriangleStripDrawMode:
B
Ben Adams 已提交
823 824 825
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
826
					case TriangleFanDrawMode:
B
Ben Adams 已提交
827 828 829 830
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
831

832
			}
833

834

835
		} else if ( object.isLine ) {
836

837
			var lineWidth = material.linewidth;
838

839
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
840

841
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
842

843
			if ( object.isLineSegments ) {
844

845
				renderer.setMode( _gl.LINES );
846

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

				renderer.setMode( _gl.LINE_LOOP );

851
			} else {
852

853
				renderer.setMode( _gl.LINE_STRIP );
854 855

			}
M
Mr.doob 已提交
856

857
		} else if ( object.isPoints ) {
858 859

			renderer.setMode( _gl.POINTS );
860

861 862 863 864
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

865
		}
866

T
Takahiro 已提交
867
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
868 869 870

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
871
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
872

J
jfranc 已提交
873
			}
874 875 876

		} else {

M
Mr.doob 已提交
877
			renderer.render( drawStart, drawCount );
878

M
Mr.doob 已提交
879 880 881 882
		}

	};

883
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
884

A
Alex Goldring 已提交
885
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
886

887
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
888

889
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
890
				return;
B
Ben Adams 已提交
891

M
Mr.doob 已提交
892 893 894
			}

		}
B
Ben Adams 已提交
895

896 897
		state.initAttributes();

898
		var geometryAttributes = geometry.attributes;
899

900
		var programAttributes = program.getAttributes();
901

902
		var materialDefaultAttributeValues = material.defaultAttributeValues;
903

904
		for ( var name in programAttributes ) {
905

906
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
907

M
Mr.doob 已提交
908
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
909

910
				var geometryAttribute = geometryAttributes[ name ];
911

M
Mr.doob 已提交
912
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
913

914
					var normalized = geometryAttribute.normalized;
915
					var size = geometryAttribute.itemSize;
916

M
Mr.doob 已提交
917
					var attribute = attributes.get( geometryAttribute );
918

919 920 921 922
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
923 924 925
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
926

A
aardgoose 已提交
927
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
928

M
Mr.doob 已提交
929 930 931 932
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
933
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
934

935
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
936

M
Mr.doob 已提交
937
							if ( geometry.maxInstancedCount === undefined ) {
938

D
dubejf 已提交
939
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
940

M
Mr.doob 已提交
941
							}
B
Ben Adams 已提交
942

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

M
Mr.doob 已提交
945
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
946

M
Mr.doob 已提交
947
						}
B
Ben Adams 已提交
948

M
Mr.doob 已提交
949
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
950
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
951

M
Mr.doob 已提交
952
					} else {
B
Ben Adams 已提交
953

A
aardgoose 已提交
954
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
955

956
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
959

D
dubejf 已提交
960
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
961

M
Mr.doob 已提交
962
							}
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964 965 966 967
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
968
						}
B
Ben Adams 已提交
969

M
Mr.doob 已提交
970
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
971
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
972

B
Ben Adams 已提交
973
					}
M
Mr.doob 已提交
974

975 976
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
977
					var value = materialDefaultAttributeValues[ name ];
978

979
					if ( value !== undefined ) {
M
Mr.doob 已提交
980

981
						switch ( value.length ) {
M
Mr.doob 已提交
982

983 984 985
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
986

987 988 989
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
990

991 992 993
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
994

995 996
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
997 998

						}
M
Mr.doob 已提交
999 1000 1001 1002 1003 1004 1005 1006

					}

				}

			}

		}
1007

1008
		state.disableUnusedAttributes();
1009

M
Mr.doob 已提交
1010 1011
	}

M
Mr.doob 已提交
1012
	// Compile
M
Mr.doob 已提交
1013

M
Mr.doob 已提交
1014
	this.compile = function ( scene, camera ) {
1015

M
Mr.doob 已提交
1016
		currentRenderState = renderStates.get( scene, camera );
1017
		currentRenderState.init();
1018

M
Mr.doob 已提交
1019
		scene.traverse( function ( object ) {
G
gero3 已提交
1020 1021

			if ( object.isLight ) {
M
Mr.doob 已提交
1022

1023
				currentRenderState.pushLight( object );
1024 1025 1026

				if ( object.castShadow ) {

1027
					currentRenderState.pushShadow( object );
1028 1029

				}
M
Mr.doob 已提交
1030

G
gero3 已提交
1031
			}
M
Mr.doob 已提交
1032 1033 1034

		} );

1035
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1036 1037 1038 1039 1040

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1041
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1042

G
gero3 已提交
1043
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1044 1045 1046

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

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

G
gero3 已提交
1049
				} else {
M
Mr.doob 已提交
1050 1051 1052

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

G
gero3 已提交
1053
				}
M
Mr.doob 已提交
1054

G
gero3 已提交
1055
			}
M
Mr.doob 已提交
1056 1057

		} );
G
gero3 已提交
1058 1059

	};
1060

1061
	// Animation Loop
M
Mr.doob 已提交
1062

M
Mr.doob 已提交
1063
	var onAnimationFrameCallback = null;
1064

1065
	function onAnimationFrame( time ) {
1066

M
Mr.doob 已提交
1067
		if ( vr.isPresenting() ) return;
1068
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1069

1070
	}
1071

M
Mr.doob 已提交
1072 1073
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1074 1075

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1076

1077
	this.setAnimationLoop = function ( callback ) {
1078

M
Mr.doob 已提交
1079 1080
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1081

1082 1083
		animation.start();

1084 1085
	};

M
Mr.doob 已提交
1086 1087
	// Rendering

1088 1089
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1090
		var renderTarget, forceClear;
1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104

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

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

		}

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

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

		}
1105

0
06wj 已提交
1106
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1107

1108
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1109 1110 1111 1112
			return;

		}

1113 1114
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1115 1116
		// reset caching for this frame

M
Mr.doob 已提交
1117 1118
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1119
		_currentGeometryProgram.wireframe = false;
1120
		_currentMaterialId = - 1;
1121
		_currentCamera = null;
M
Mr.doob 已提交
1122 1123 1124

		// update scene graph

1125
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1126 1127 1128

		// update camera matrices and frustum

1129
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1130

1131 1132 1133 1134 1135 1136
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1137 1138
		//

1139 1140
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1141

M
Marc-Sefan Cassola 已提交
1142
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1143

M
Mr.doob 已提交
1144 1145 1146
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1147
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1148
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1149

1150 1151 1152
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1153
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1154

M
Mr.doob 已提交
1155
		if ( _this.sortObjects === true ) {
1156

1157
			currentRenderList.sort();
M
Mr.doob 已提交
1158

1159 1160
		}

M
Mr.doob 已提交
1161
		//
M
Mr.doob 已提交
1162

T
tschw 已提交
1163
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1164

1165
		var shadowsArray = currentRenderState.state.shadowsArray;
1166

1167
		shadowMap.render( shadowsArray, scene, camera );
1168

1169
		currentRenderState.setupLights( camera );
1170

T
tschw 已提交
1171
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1172

M
Mr.doob 已提交
1173 1174
		//

A
Atrahasis 已提交
1175
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1176

1177
		if ( renderTarget !== undefined ) {
1178

1179
			this.setRenderTarget( renderTarget );
1180

1181 1182 1183 1184 1185
		} else if ( this.multiview.isEnabled() ) {

			this.setRenderTarget( this.multiview.renderTarget );
			this.multiview.bindFramebuffer( camera );

1186 1187
		}

1188

M
Mr.doob 已提交
1189 1190
		//

1191
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1192

1193
		// render scene
M
Mr.doob 已提交
1194

1195 1196 1197
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1198 1199
		if ( scene.overrideMaterial ) {

1200
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1201

M
Mr.doob 已提交
1202 1203
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1204

M
Mr.doob 已提交
1205 1206
		} else {

1207 1208
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1209
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1210 1211 1212

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

M
Mr.doob 已提交
1213
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1214

1215
		}
M
Mr.doob 已提交
1216

1217
		//
M
Mr.doob 已提交
1218

1219 1220 1221 1222
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1223
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1224

1225 1226
			// Generate mipmap if we're using any kind of mipmap filtering

1227
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1228

M
Mugen87 已提交
1229
			// resolve multisample renderbuffers to a single-sample texture if necessary
1230

1231
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1232

1233 1234 1235 1236 1237 1238
			if ( this.multiview.isEnabled() ) {

				this.multiview.unbindFramebuffer( camera );

			}

M
Mr.doob 已提交
1239 1240
		}

1241
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1242

1243 1244 1245
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1246

1247
		state.setPolygonOffset( false );
1248

M
Mr.doob 已提交
1249
		if ( vr.enabled ) {
1250

1251
			vr.submitFrame();
1252

M
Mr.doob 已提交
1253
		}
M
Mr.doob 已提交
1254

M
Mr.doob 已提交
1255 1256
		// _gl.finish();

1257
		currentRenderList = null;
1258
		currentRenderState = null;
1259

M
Mr.doob 已提交
1260
	};
M
Mr.doob 已提交
1261

1262
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1263

1264
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1265

1266
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1267

1268
		if ( visible ) {
1269

1270 1271 1272 1273
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1274 1275
			} else if ( object.isLOD ) {

1276
				if ( object.autoUpdate === true ) object.update( camera );
T
Takahiro 已提交
1277

1278
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1279

1280
				currentRenderState.pushLight( object );
1281 1282 1283

				if ( object.castShadow ) {

1284
					currentRenderState.pushShadow( object );
1285 1286

				}
M
Mr.doob 已提交
1287

1288
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1289

1290
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1291

1292 1293 1294 1295 1296 1297 1298 1299 1300 1301
					if ( sortObjects ) {

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

					}

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

1302 1303 1304 1305 1306
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1307

1308
				}
M
Mr.doob 已提交
1309

1310
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1311

1312
				if ( sortObjects ) {
M
Mr.doob 已提交
1313

1314 1315
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1316

1317
				}
M
Mr.doob 已提交
1318

1319
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1320

1321
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1322

1323
				if ( object.isSkinnedMesh ) {
1324

1325
					object.skeleton.update();
1326

1327
				}
1328

1329
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1330

1331 1332 1333 1334 1335 1336
					if ( sortObjects ) {

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

					}
1337

1338 1339
					var geometry = objects.update( object );
					var material = object.material;
1340

1341
					if ( Array.isArray( material ) ) {
1342

1343
						var groups = geometry.groups;
1344

1345
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1346

1347 1348
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1349

1350
							if ( groupMaterial && groupMaterial.visible ) {
1351

1352
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1353 1354

							}
M
Mr.doob 已提交
1355

M
Mr.doob 已提交
1356
						}
M
Mr.doob 已提交
1357

1358
					} else if ( material.visible ) {
1359

1360
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1361

1362
					}
M
Mr.doob 已提交
1363

1364
				}
M
Mr.doob 已提交
1365

1366
			}
M
Mr.doob 已提交
1367

M
Mr.doob 已提交
1368
		}
M
Mr.doob 已提交
1369

M
Mr.doob 已提交
1370
		var children = object.children;
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372 1373
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1374
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1375

1376
		}
1377

1378
	}
M
Mr.doob 已提交
1379

1380
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1381

1382
		if ( multiview.isEnabled() ) {
1383

1384
			for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1385

1386
				var renderItem = renderList[ i ];
M
Mr.doob 已提交
1387

1388 1389 1390 1391
				var object = renderItem.object;
				var geometry = renderItem.geometry;
				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
				var group = renderItem.group;
M
Mr.doob 已提交
1392

1393
				renderObject(	object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1394

1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408
			}

		} else {

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

				var renderItem = renderList[ i ];

				var object = renderItem.object;
				var geometry = renderItem.geometry;
				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
				var group = renderItem.group;

				if ( camera.isArrayCamera ) {
1409

1410
					_currentArrayCamera = camera;
M
Mr.doob 已提交
1411

1412
					var cameras = camera.cameras;
M
Mr.doob 已提交
1413

1414
					for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1415

1416
						var camera2 = cameras[ j ];
1417

1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435
						if ( object.layers.test( camera2.layers ) ) {

							if ( 'viewport' in camera2 ) { // XR

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

							} else {

								var bounds = camera2.bounds;

								var x = bounds.x * _width;
								var y = bounds.y * _height;
								var width = bounds.z * _width;
								var height = bounds.w * _height;

								state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

							}
1436

1437
							currentRenderState.setupLights( camera2 );
1438

1439 1440 1441
							renderObject( object, scene, camera2, geometry, material, group );

						}
1442 1443

					}
M
Mr.doob 已提交
1444

1445
				} else {
1446

1447
					_currentArrayCamera = null;
M
Mr.doob 已提交
1448

1449
					renderObject( object, scene, camera, geometry, material, group );
1450

1451
				}
M
Mr.doob 已提交
1452

M
Mr.doob 已提交
1453
			}
M
Mr.doob 已提交
1454

1455
		}
M
Mr.doob 已提交
1456

1457
	}
G
gero3 已提交
1458

M
Mr.doob 已提交
1459 1460
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1461
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1462
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1463

M
Mr.doob 已提交
1464 1465 1466 1467 1468
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1469
			state.setMaterial( material );
M
Mr.doob 已提交
1470 1471 1472

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

M
Mr.doob 已提交
1473 1474
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1475
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1478 1479 1480

		} else {

M
Mugen87 已提交
1481
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1482 1483 1484

		}

M
Mr.doob 已提交
1485
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1486
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1487

M
Mr.doob 已提交
1488 1489
	}

1490
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1491

1492
		var materialProperties = properties.get( material );
G
gero3 已提交
1493

1494 1495
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1496

A
aardgoose 已提交
1497
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1498

T
tschw 已提交
1499
		var parameters = programCache.getParameters(
1500
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1501

G
gero3 已提交
1502
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1503

1504
		var program = materialProperties.program;
T
tschw 已提交
1505
		var programChange = true;
1506

1507
		if ( program === undefined ) {
B
Ben Adams 已提交
1508

M
Mr.doob 已提交
1509 1510
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1511

1512
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1513

M
Mr.doob 已提交
1514
			// changed glsl or parameters
1515
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1516

A
aardgoose 已提交
1517
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1518

A
aardgoose 已提交
1519
			materialProperties.lightsStateVersion = lightsStateVersion;
1520 1521 1522

			programChange = false;

G
gero3 已提交
1523
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1524

T
tschw 已提交
1525
			// same glsl and uniform list
T
tschw 已提交
1526 1527
			return;

T
tschw 已提交
1528
		} else {
B
Ben Adams 已提交
1529

T
tschw 已提交
1530 1531
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1532 1533 1534

		}

1535
		if ( programChange ) {
B
Ben Adams 已提交
1536

1537
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1538

R
Rich Harris 已提交
1539
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1540

1541
				materialProperties.shader = {
1542
					name: material.type,
M
Mr.doob 已提交
1543
					uniforms: cloneUniforms( shader.uniforms ),
1544
					vertexShader: shader.vertexShader,
1545
					fragmentShader: shader.fragmentShader
1546
				};
B
Ben Adams 已提交
1547

1548
			} else {
B
Ben Adams 已提交
1549

1550
				materialProperties.shader = {
1551 1552 1553
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1554
					fragmentShader: material.fragmentShader
1555
				};
G
gero3 已提交
1556

1557
			}
G
gero3 已提交
1558

1559
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1560

1561
			// Computing code again as onBeforeCompile may have changed the shaders
1562 1563
			code = programCache.getProgramCode( material, parameters );

1564
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1565

1566 1567
			materialProperties.program = program;
			material.program = program;
1568 1569 1570

		}

1571
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1572 1573 1574 1575 1576

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1577
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1578

1579
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1593
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1594

1595
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1596 1597 1598 1599 1600 1601 1602 1603 1604

					material.numSupportedMorphNormals ++;

				}

			}

		}

1605
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1606

1607
		if ( ! material.isShaderMaterial &&
1608 1609
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1610

T
tschw 已提交
1611
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1612
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1613
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1614 1615 1616

		}

1617
		materialProperties.fog = fog;
1618

1619
		// store the light setup it was created for
1620

A
aardgoose 已提交
1621
		materialProperties.lightsStateVersion = lightsStateVersion;
1622

M
Mr.doob 已提交
1623
		if ( material.lights ) {
1624 1625 1626

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

1627
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1628
			uniforms.lightProbe.value = lights.state.probe;
1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640
			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;
1641
			// TODO (abelnation): add area lights shadow info to uniforms
1642

1643 1644
		}

T
tschw 已提交
1645 1646
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1647
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1648

T
tschw 已提交
1649
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1650

M
Mr.doob 已提交
1651
	}
M
Mr.doob 已提交
1652

1653
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1654

1655
		textures.resetTextureUnits();
M
Mr.doob 已提交
1656

1657
		var materialProperties = properties.get( material );
1658
		var lights = currentRenderState.state.lights;
1659

T
tschw 已提交
1660 1661 1662 1663 1664
		if ( _clippingEnabled ) {

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

				var useCache =
1665 1666
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1667 1668 1669 1670

				// 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
1671
				_clipping.setState(
1672 1673
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1674 1675 1676 1677 1678

			}

		}

1679
		if ( material.needsUpdate === false ) {
1680

1681
			if ( materialProperties.program === undefined ) {
1682

1683
				material.needsUpdate = true;
1684

1685
			} else if ( material.fog && materialProperties.fog !== fog ) {
1686

M
Mr.doob 已提交
1687
				material.needsUpdate = true;
1688

A
aardgoose 已提交
1689
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1690

1691
				material.needsUpdate = true;
1692

1693
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1694
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1695
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1696 1697 1698

				material.needsUpdate = true;

1699
			}
1700 1701 1702 1703

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1704

1705
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1706 1707 1708 1709
			material.needsUpdate = false;

		}

1710
		var refreshProgram = false;
M
Mr.doob 已提交
1711
		var refreshMaterial = false;
1712
		var refreshLights = false;
M
Mr.doob 已提交
1713

1714
		var program = materialProperties.program,
1715
			p_uniforms = program.getUniforms(),
1716
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1717

1718
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1719

1720
			refreshProgram = true;
M
Mr.doob 已提交
1721
			refreshMaterial = true;
1722
			refreshLights = true;
M
Mr.doob 已提交
1723 1724 1725 1726 1727 1728

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1729

M
Mr.doob 已提交
1730 1731 1732 1733
			refreshMaterial = true;

		}

1734
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1735

1736
			if ( material.supportsMultiview && multiview.isEnabled() ) {
1737

1738
				if ( camera.isArrayCamera ) {
1739 1740 1741 1742 1743 1744 1745 1746

					// @todo Obviously remove the map :)
					p_uniforms.setValue( _gl, 'projectionMatrices', camera.cameras.map( c => c.projectionMatrix ) );

				} else {

					p_uniforms.setValue( _gl, 'projectionMatrices', [ camera.projectionMatrix, camera.projectionMatrix ] );

1747
				}
1748 1749 1750 1751 1752 1753

			} else {

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

			}
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1754

G
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1755
			if ( capabilities.logarithmicDepthBuffer ) {
1756

T
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1757
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1758
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1759 1760 1761

			}

1762
			if ( _currentCamera !== camera ) {
1763

1764
				_currentCamera = camera;
1765 1766 1767 1768 1769 1770

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

				refreshMaterial = true;		// set to true on material change
T
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1771
				refreshLights = true;		// remains set until update done
1772 1773

			}
M
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1774

1775 1776 1777
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1778
			if ( material.isShaderMaterial ||
1779 1780 1781
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1782

T
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1783 1784 1785
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1786

T
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1787
					uCamPos.setValue( _gl,
1788
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1789 1790 1791 1792 1793

				}

			}

1794
			if ( material.isMeshPhongMaterial ||
1795 1796 1797 1798
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1799
				material.skinning ) {
1800

1801
				if ( material.supportsMultiview && multiview.isEnabled() ) {
1802

1803
					if ( camera.isArrayCamera ) {
1804 1805 1806 1807 1808 1809

						// @todo Obviously remove the map :)
						p_uniforms.setValue( _gl, 'viewMatrix', camera.cameras.map( c => c.matrixWorldInverse ) );

					} else {

1810
						p_uniforms.setValue( _gl, 'viewMatrices', [ camera.matrixWorldInverse, camera.matrixWorldInverse ] );
1811 1812 1813 1814 1815 1816 1817 1818

					}

				} else {

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

				}
1819 1820 1821

			}

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1822 1823 1824 1825 1826 1827
		}

		// 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

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

T
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1830 1831
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1832

T
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1833
			var skeleton = object.skeleton;
1834

T
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1835
			if ( skeleton ) {
1836

1837 1838
				var bones = skeleton.bones;

1839
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1840

1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851
					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
1852
						size = _Math.ceilPowerOfTwo( size );
1853 1854 1855 1856 1857 1858
						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 );
1859
						boneTexture.needsUpdate = true;
1860 1861 1862 1863 1864 1865 1866

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

					}

1867
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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Mr.doob 已提交
1868
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1869

T
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1870
				} else {
M
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1871

T
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1872
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1873 1874 1875 1876 1877 1878 1879 1880 1881

				}

			}

		}

		if ( refreshMaterial ) {

1882 1883 1884
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1885
			if ( material.lights ) {
M
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1886

1887
				// the current material requires lighting info
M
Mr.doob 已提交
1888

T
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1889 1890 1891 1892 1893 1894
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1895

T
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1896
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1897

T
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1898
			}
G
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1899

T
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1900
			// refresh uniforms common to several materials
G
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1901

T
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1902
			if ( fog && material.fog ) {
G
gero3 已提交
1903

T
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1904
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1905 1906 1907

			}

1908
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1909 1910 1911

				refreshUniformsCommon( m_uniforms, material );

1912
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1913

1914 1915
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1916

1917
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1918

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

1921
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1922

1923
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1924

1925
				} else {
1926

1927
					refreshUniformsPhong( m_uniforms, material );
1928

1929
				}
T
Takahiro 已提交
1930

1931
			} else if ( material.isMeshStandardMaterial ) {
T
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1932

1933
				refreshUniformsCommon( m_uniforms, material );
1934

1935
				if ( material.isMeshPhysicalMaterial ) {
1936

1937
					refreshUniformsPhysical( m_uniforms, material );
W
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1938

1939
				} else {
W
WestLangley 已提交
1940

1941
					refreshUniformsStandard( m_uniforms, material );
W
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1942

1943
				}
W
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1944

W
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1945 1946 1947 1948 1949 1950
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1951
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1952

1953
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1954
				refreshUniformsDepth( m_uniforms, material );
1955

W
WestLangley 已提交
1956
			} else if ( material.isMeshDistanceMaterial ) {
1957

1958
				refreshUniformsCommon( m_uniforms, material );
W
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1959
				refreshUniformsDistance( m_uniforms, material );
1960

1961
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1962

1963
				refreshUniformsCommon( m_uniforms, material );
1964
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1965

1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1980 1981 1982 1983
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1984 1985
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1986
				m_uniforms.color.value.copy( material.color );
1987 1988
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1989 1990
			}

M
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1991 1992 1993
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1994 1995
			if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
			if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
M
Mr.doob 已提交
1996

1997
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
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1998 1999 2000

		}

2001 2002
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

2003
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
2004 2005 2006
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
2007

2008 2009 2010 2011 2012 2013
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
2014
		// common matrices
M
Mr.doob 已提交
2015

M
Mr.doob 已提交
2016 2017
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
2018
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
2019

T
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2020
		return program;
A
arose 已提交
2021 2022 2023

	}

M
Mr.doob 已提交
2024 2025
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
2026
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
2027 2028 2029

		uniforms.opacity.value = material.opacity;

2030 2031
		if ( material.color ) {

T
Takahiro 已提交
2032
			uniforms.diffuse.value.copy( material.color );
2033 2034

		}
M
Mr.doob 已提交
2035

2036
		if ( material.emissive ) {
M
Mr.doob 已提交
2037

2038
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2039 2040 2041

		}

2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2068
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2069 2070 2071 2072

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

2073
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2074

2075
		}
M
Mr.doob 已提交
2076

2077 2078 2079 2080 2081 2082 2083
		if ( material.lightMap ) {

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

		}

2084
		if ( material.aoMap ) {
2085

2086 2087
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2088 2089 2090

		}

M
Mr.doob 已提交
2091
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2092 2093 2094 2095 2096
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2097
		// 6. emissive map
M
Mr.doob 已提交
2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2109 2110 2111 2112
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2113 2114 2115 2116 2117 2118 2119 2120
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2121 2122 2123 2124 2125 2126 2127 2128
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2129 2130 2131 2132
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2133 2134 2135 2136
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2137 2138 2139 2140
		}

		if ( uvScaleMap !== undefined ) {

2141
			// backwards compatibility
2142
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2143 2144 2145 2146 2147

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2148
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2149

W
WestLangley 已提交
2150
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2151

W
WestLangley 已提交
2152
			}
2153

2154
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2155 2156 2157

		}

M
Mr.doob 已提交
2158
	}
M
Mr.doob 已提交
2159

M
Mr.doob 已提交
2160
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2161

T
Takahiro 已提交
2162
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2163 2164
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2165
	}
M
Mr.doob 已提交
2166

M
Mr.doob 已提交
2167
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2168 2169 2170 2171 2172

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

M
Mr.doob 已提交
2173
	}
M
Mr.doob 已提交
2174

M
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2175
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2176

T
Takahiro 已提交
2177
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2178
		uniforms.opacity.value = material.opacity;
2179
		uniforms.size.value = material.size * _pixelRatio;
2180
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2181 2182 2183

		uniforms.map.value = material.map;

2184 2185
		if ( material.map !== null ) {

W
WestLangley 已提交
2186
			if ( material.map.matrixAutoUpdate === true ) {
2187

W
WestLangley 已提交
2188
				material.map.updateMatrix();
W
WestLangley 已提交
2189 2190

			}
2191

2192
			uniforms.uvTransform.value.copy( material.map.matrix );
2193 2194 2195

		}

2196 2197 2198 2199
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2200
		uniforms.diffuse.value.copy( material.color );
2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;
		uniforms.map.value = material.map;

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2217
	}
M
Mr.doob 已提交
2218

M
Mr.doob 已提交
2219
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2220

T
Takahiro 已提交
2221
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2222

2223
		if ( fog.isFog ) {
M
Mr.doob 已提交
2224 2225 2226 2227

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

2228
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2229 2230 2231 2232 2233

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2234
	}
M
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2235

M
Mr.doob 已提交
2236
	function refreshUniformsLambert( uniforms, material ) {
2237 2238 2239 2240 2241 2242 2243 2244 2245

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2246
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2247

T
Takahiro 已提交
2248
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2249
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2250

2251
		if ( material.emissiveMap ) {
2252

2253
			uniforms.emissiveMap.value = material.emissiveMap;
2254

2255
		}
M
Mr.doob 已提交
2256

2257 2258 2259 2260
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2261
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2262

2263
		}
M
Mr.doob 已提交
2264

2265 2266 2267 2268
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2269
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2270 2271

		}
M
Mr.doob 已提交
2272

2273 2274 2275 2276 2277
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2278

2279
		}
2280

T
Takahiro 已提交
2281 2282 2283 2284 2285 2286
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2287
		if ( material.gradientMap ) {
T
Takahiro 已提交
2288

T
Takahiro 已提交
2289
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2290 2291 2292

		}

2293 2294
	}

M
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2295
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321

		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;
2322
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2323 2324 2325 2326 2327 2328 2329

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2330
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

M
Mr.doob 已提交
2351
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2352

2353 2354 2355 2356
		refreshUniformsStandard( uniforms, material );

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

2357 2358
		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
2359
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
2360

2361
		if ( material.clearcoatNormalMap ) {
2362

2363 2364
			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
2365

A
Linting  
arobertson0 已提交
2366 2367
			if ( material.side === BackSide ) {

2368
				uniforms.clearcoatNormalScale.value.negate();
A
Linting  
arobertson0 已提交
2369

A
arobertson0 已提交
2370
			}
A
arobertson0 已提交
2371 2372

		}
2373

2374 2375
		uniforms.transparency.value = material.transparency;

W
WestLangley 已提交
2376 2377
	}

W
WestLangley 已提交
2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

W
WestLangley 已提交
2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439
	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;

	}

2440 2441 2442 2443 2444 2445
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2446
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2447 2448 2449 2450 2451 2452 2453

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2454
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467

		}

		if ( material.displacementMap ) {

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

		}

	}

2468 2469
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2470
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2471

M
Mr.doob 已提交
2472
		uniforms.ambientLightColor.needsUpdate = value;
W
WestLangley 已提交
2473
		uniforms.lightProbe.needsUpdate = value;
2474

B
Ben Houston 已提交
2475 2476 2477
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2478
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2479
		uniforms.hemisphereLights.needsUpdate = value;
2480

M
Mr.doob 已提交
2481
	}
2482

2483 2484 2485
	//
	this.setFramebuffer = function ( value ) {

M
Mr.doob 已提交
2486
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2487

2488 2489 2490 2491
		_framebuffer = value;

	};

2492 2493 2494 2495 2496 2497
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

2498
	this.getActiveMipmapLevel = function () {
2499 2500 2501 2502 2503

		return _currentActiveMipmapLevel;

	};

2504
	this.getRenderTarget = function () {
2505 2506 2507

		return _currentRenderTarget;

M
Michael Herzog 已提交
2508
	};
2509

2510
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
M
Mr.doob 已提交
2511

2512
		_currentRenderTarget = renderTarget;
2513
		_currentActiveCubeFace = activeCubeFace;
2514
		_currentActiveMipmapLevel = activeMipmapLevel;
2515

2516
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2517

2518
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2519 2520 2521

		}

2522
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2523
		var isCube = false;
M
Mr.doob 已提交
2524 2525 2526

		if ( renderTarget ) {

M
Mr.doob 已提交
2527
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2528

M
Mr.doob 已提交
2529
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2530

2531
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
Mr.doob 已提交
2532
				isCube = true;
M
Mr.doob 已提交
2533

2534 2535 2536 2537
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2538 2539
			} else {

M
Mr.doob 已提交
2540
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2541 2542 2543

			}

M
Mr.doob 已提交
2544
			_currentViewport.copy( renderTarget.viewport );
2545 2546
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2547

M
Mr.doob 已提交
2548 2549
		} else {

2550 2551
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2552
			_currentScissorTest = _scissorTest;
2553

M
Mr.doob 已提交
2554 2555
		}

M
Mr.doob 已提交
2556
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2557 2558 2559 2560 2561 2562

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

		}

M
Mr.doob 已提交
2563
		state.viewport( _currentViewport );
2564 2565
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2566

M
Mr.doob 已提交
2567 2568 2569
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2570
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
M
Mr.doob 已提交
2571 2572 2573

		}

M
Mr.doob 已提交
2574 2575
	};

2576
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2577

0
06wj 已提交
2578
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2579

2580
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2581
			return;
2582

G
gero3 已提交
2583
		}
2584

M
Mr.doob 已提交
2585
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2586

2587
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2588 2589 2590 2591 2592

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2593
		if ( framebuffer ) {
2594

G
gero3 已提交
2595
			var restore = false;
2596

M
Mr.doob 已提交
2597
			if ( framebuffer !== _currentFramebuffer ) {
2598

M
Mr.doob 已提交
2599
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2600

G
gero3 已提交
2601
				restore = true;
2602

G
gero3 已提交
2603
			}
2604

M
Mr.doob 已提交
2605
			try {
2606

M
Mr.doob 已提交
2607
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2608 2609
				var textureFormat = texture.format;
				var textureType = texture.type;
2610

2611
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2612

M
Mr.doob 已提交
2613 2614
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2615

M
Mr.doob 已提交
2616
				}
2617

2618
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2619 2620
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2621

M
Mr.doob 已提交
2622 2623
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2624

M
Mr.doob 已提交
2625
				}
2626

M
Mr.doob 已提交
2627
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2628

2629 2630
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2631
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2632

2633
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2634 2635

					}
2636

M
Mr.doob 已提交
2637
				} else {
M
Mr.doob 已提交
2638

M
Mr.doob 已提交
2639 2640 2641
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2642

M
Mr.doob 已提交
2643
			} finally {
M
Mr.doob 已提交
2644

M
Mr.doob 已提交
2645 2646 2647
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2648

M
Mr.doob 已提交
2649 2650 2651
				}

			}
M
Mr.doob 已提交
2652 2653 2654

		}

M
Mr.doob 已提交
2655 2656
	};

2657
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2658 2659 2660

		var width = texture.image.width;
		var height = texture.image.height;
2661
		var glFormat = utils.convert( texture.format );
2662

2663
		textures.setTexture2D( texture, 0 );
2664

2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675
		_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 );

2676
		textures.setTexture2D( dstTexture, 0 );
2677

2678 2679 2680 2681 2682 2683 2684 2685 2686
		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 );

		}
2687 2688 2689

	};

M
Mr.doob 已提交
2690
	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
R
Rich Harris 已提交
2691

M
Mugen87 已提交
2692 2693
		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2694
	}
R
Rich Harris 已提交
2695

M
Mr.doob 已提交
2696
}
T
Tristan VALCKE 已提交
2697

2698
export { WebGLRenderer };