WebGLRenderer.js 63.0 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
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Mr.doob 已提交
630 631
		}

632
	}
M
Mr.doob 已提交
633 634 635

	// Buffer rendering

M
Mr.doob 已提交
636
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
637 638 639

		object.render( function ( object ) {

M
Mr.doob 已提交
640
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
641 642 643 644 645

		} );

	}

M
Mugen87 已提交
646
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
647

648
		state.initAttributes();
649

650
		var buffers = properties.get( object );
651

652 653 654 655
		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
656

657
		var programAttributes = program.getAttributes();
658

M
Mr.doob 已提交
659 660
		if ( object.hasPositions ) {

661
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
662
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
663

664 665
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
666 667 668 669 670

		}

		if ( object.hasNormals ) {

671
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
672
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
673

674 675
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

679
		if ( object.hasUvs ) {
M
Mr.doob 已提交
680

681
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
682
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
683

684
			state.enableAttribute( programAttributes.uv );
685
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
686 687 688

		}

689
		if ( object.hasColors ) {
M
Mr.doob 已提交
690

691
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
692
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
693

694 695
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
696 697 698

		}

699
		state.disableUnusedAttributes();
700

M
Mr.doob 已提交
701 702 703 704 705 706
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

707
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
708

709
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
710 711

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
712

M
Mr.doob 已提交
713
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
714

M
Mr.doob 已提交
715
		var updateBuffers = false;
M
Mr.doob 已提交
716

717 718 719
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
720

M
Mr.doob 已提交
721 722
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
723
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
724 725 726 727
			updateBuffers = true;

		}

728
		if ( object.morphTargetInfluences ) {
729

730
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
731 732 733 734 735

			updateBuffers = true;

		}

736 737
		//

738
		var index = geometry.index;
739
		var position = geometry.attributes.position;
740
		var rangeFactor = 1;
741

742 743
		if ( material.wireframe === true ) {

744
			index = geometries.getWireframeAttribute( geometry );
745
			rangeFactor = 2;
746 747 748

		}

M
Mr.doob 已提交
749
		var attribute;
M
Mr.doob 已提交
750
		var renderer = bufferRenderer;
751

752
		if ( index !== null ) {
753

M
Mr.doob 已提交
754
			attribute = attributes.get( index );
755

756
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
757
			renderer.setIndex( attribute );
758

759
		}
M
Mr.doob 已提交
760

761
		if ( updateBuffers ) {
M
Mr.doob 已提交
762

763
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
764

765
			if ( index !== null ) {
766

M
Mr.doob 已提交
767
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
768 769 770

			}

771
		}
772

773 774
		//

775
		var dataCount = Infinity;
776

M
Mr.doob 已提交
777
		if ( index !== null ) {
778

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

M
Mr.doob 已提交
781
		} else if ( position !== undefined ) {
782

M
Mr.doob 已提交
783
			dataCount = position.count;
784

M
Mr.doob 已提交
785
		}
786

M
Mr.doob 已提交
787 788
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
789

M
Mr.doob 已提交
790 791
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
792

M
Mr.doob 已提交
793
		var drawStart = Math.max( rangeStart, groupStart );
794
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
795 796 797

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

798 799
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
800
		//
801

802
		if ( object.isMesh ) {
803

804
			if ( material.wireframe === true ) {
805

806
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
807
				renderer.setMode( _gl.LINES );
808

809
			} else {
M
Mr.doob 已提交
810 811

				switch ( object.drawMode ) {
812

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

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

R
Rich Harris 已提交
821
					case TriangleFanDrawMode:
B
Ben Adams 已提交
822 823 824 825
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
826

827
			}
828

829

830
		} else if ( object.isLine ) {
831

832
			var lineWidth = material.linewidth;
833

834
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
835

836
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
837

838
			if ( object.isLineSegments ) {
839

840
				renderer.setMode( _gl.LINES );
841

842 843 844 845
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

846
			} else {
847

848
				renderer.setMode( _gl.LINE_STRIP );
849 850

			}
M
Mr.doob 已提交
851

852
		} else if ( object.isPoints ) {
853 854

			renderer.setMode( _gl.POINTS );
855

856 857 858 859
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

860
		}
861

T
Takahiro 已提交
862
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
863 864 865

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
866
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
867

J
jfranc 已提交
868
			}
869 870 871

		} else {

M
Mr.doob 已提交
872
			renderer.render( drawStart, drawCount );
873

M
Mr.doob 已提交
874 875 876 877
		}

	};

878
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
879

A
Alex Goldring 已提交
880
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
881

882
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
883

884
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
885
				return;
B
Ben Adams 已提交
886

M
Mr.doob 已提交
887 888 889
			}

		}
B
Ben Adams 已提交
890

891 892
		state.initAttributes();

893
		var geometryAttributes = geometry.attributes;
894

895
		var programAttributes = program.getAttributes();
896

897
		var materialDefaultAttributeValues = material.defaultAttributeValues;
898

899
		for ( var name in programAttributes ) {
900

901
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
902

M
Mr.doob 已提交
903
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
904

905
				var geometryAttribute = geometryAttributes[ name ];
906

M
Mr.doob 已提交
907
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
908

909
					var normalized = geometryAttribute.normalized;
910
					var size = geometryAttribute.itemSize;
911

M
Mr.doob 已提交
912
					var attribute = attributes.get( geometryAttribute );
913

914 915 916 917
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
918 919 920
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
921

A
aardgoose 已提交
922
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
923

M
Mr.doob 已提交
924 925 926 927
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
928
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
929

930
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
931

M
Mr.doob 已提交
932
							if ( geometry.maxInstancedCount === undefined ) {
933

D
dubejf 已提交
934
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
							}
B
Ben Adams 已提交
937

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

M
Mr.doob 已提交
940
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
941

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

M
Mr.doob 已提交
944
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
945
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
946

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

A
aardgoose 已提交
949
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
950

951
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
952

M
Mr.doob 已提交
953
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
954

D
dubejf 已提交
955
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							}
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959 960 961 962
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
965
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
966
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
967

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

970 971
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
972
					var value = materialDefaultAttributeValues[ name ];
973

974
					if ( value !== undefined ) {
M
Mr.doob 已提交
975

976
						switch ( value.length ) {
M
Mr.doob 已提交
977

978 979 980
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
981

982 983 984
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
985

986 987 988
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
989

990 991
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
992 993

						}
M
Mr.doob 已提交
994 995 996 997 998 999 1000 1001

					}

				}

			}

		}
1002

1003
		state.disableUnusedAttributes();
1004

M
Mr.doob 已提交
1005 1006
	}

M
Mr.doob 已提交
1007
	// Compile
M
Mr.doob 已提交
1008

M
Mr.doob 已提交
1009
	this.compile = function ( scene, camera ) {
1010

M
Mr.doob 已提交
1011
		currentRenderState = renderStates.get( scene, camera );
1012
		currentRenderState.init();
1013

M
Mr.doob 已提交
1014
		scene.traverse( function ( object ) {
G
gero3 已提交
1015 1016

			if ( object.isLight ) {
M
Mr.doob 已提交
1017

1018
				currentRenderState.pushLight( object );
1019 1020 1021

				if ( object.castShadow ) {

1022
					currentRenderState.pushShadow( object );
1023 1024

				}
M
Mr.doob 已提交
1025

G
gero3 已提交
1026
			}
M
Mr.doob 已提交
1027 1028 1029

		} );

1030
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1031 1032 1033 1034 1035

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1036
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1037

G
gero3 已提交
1038
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1039 1040 1041

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

G
gero3 已提交
1042
					}
M
Mr.doob 已提交
1043

G
gero3 已提交
1044
				} else {
M
Mr.doob 已提交
1045 1046 1047

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

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

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

		} );
G
gero3 已提交
1053 1054

	};
1055

1056
	// Animation Loop
M
Mr.doob 已提交
1057

M
Mr.doob 已提交
1058
	var onAnimationFrameCallback = null;
1059

1060
	function onAnimationFrame( time ) {
1061

M
Mr.doob 已提交
1062
		if ( vr.isPresenting() ) return;
1063
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1064

1065
	}
1066

M
Mr.doob 已提交
1067 1068
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1069 1070

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1071

1072
	this.setAnimationLoop = function ( callback ) {
1073

M
Mr.doob 已提交
1074 1075
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1076

1077 1078
		animation.start();

1079 1080
	};

M
Mr.doob 已提交
1081 1082
	// Rendering

1083 1084
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1085
		var renderTarget, forceClear;
1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099

		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 ];

		}
1100

0
06wj 已提交
1101
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1102

1103
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1104 1105 1106 1107
			return;

		}

1108 1109
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1110 1111
		// reset caching for this frame

M
Mr.doob 已提交
1112 1113
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1114
		_currentGeometryProgram.wireframe = false;
1115
		_currentMaterialId = - 1;
1116
		_currentCamera = null;
M
Mr.doob 已提交
1117 1118 1119

		// update scene graph

1120
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1121 1122 1123

		// update camera matrices and frustum

1124
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1125

1126 1127 1128 1129 1130 1131
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1132 1133
		//

1134 1135
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1136

M
Marc-Sefan Cassola 已提交
1137
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1138

M
Mr.doob 已提交
1139 1140 1141
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1142
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1143
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1144

1145 1146 1147
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1148
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1149

M
Mr.doob 已提交
1150
		if ( _this.sortObjects === true ) {
1151

1152
			currentRenderList.sort();
M
Mr.doob 已提交
1153

1154 1155
		}

M
Mr.doob 已提交
1156
		//
M
Mr.doob 已提交
1157

T
tschw 已提交
1158
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1159

1160
		var shadowsArray = currentRenderState.state.shadowsArray;
1161

1162
		shadowMap.render( shadowsArray, scene, camera );
1163

1164
		currentRenderState.setupLights( camera );
1165

T
tschw 已提交
1166
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1167

M
Mr.doob 已提交
1168 1169
		//

A
Atrahasis 已提交
1170
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1171

1172
		if ( renderTarget !== undefined ) {
1173

1174
			this.setRenderTarget( renderTarget );
1175 1176 1177

		}

M
Mr.doob 已提交
1178 1179
		//

1180
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1181

1182
		// render scene
M
Mr.doob 已提交
1183

1184 1185 1186
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1187 1188
		if ( scene.overrideMaterial ) {

1189
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1190

M
Mr.doob 已提交
1191 1192
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1193

M
Mr.doob 已提交
1194 1195
		} else {

1196 1197
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1198
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1199 1200 1201

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

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

1204
		}
M
Mr.doob 已提交
1205

1206
		//
M
Mr.doob 已提交
1207

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

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

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

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

1216
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1217

M
Mr.doob 已提交
1218 1219
		}

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

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

1226
		state.setPolygonOffset( false );
1227

1228
		scene.onAfterRender( _this, scene, camera );
1229

M
Mr.doob 已提交
1230
		if ( vr.enabled ) {
1231

1232
			vr.submitFrame();
1233

M
Mr.doob 已提交
1234
		}
M
Mr.doob 已提交
1235

M
Mr.doob 已提交
1236 1237
		// _gl.finish();

1238
		currentRenderList = null;
1239
		currentRenderState = null;
1240

M
Mr.doob 已提交
1241
	};
M
Mr.doob 已提交
1242

1243
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1244

1245
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1246

1247
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1248

1249
		if ( visible ) {
1250

1251 1252 1253 1254 1255
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1256

1257
				currentRenderState.pushLight( object );
1258 1259 1260

				if ( object.castShadow ) {

1261
					currentRenderState.pushShadow( object );
1262 1263

				}
M
Mr.doob 已提交
1264

1265
			} else if ( object.isSprite ) {
M
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1266

1267
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1268

1269 1270 1271 1272 1273 1274 1275 1276 1277 1278
					if ( sortObjects ) {

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

					}

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

1279 1280 1281 1282 1283
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1284

1285
				}
M
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1286

1287
			} else if ( object.isImmediateRenderObject ) {
M
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1288

1289
				if ( sortObjects ) {
M
Mr.doob 已提交
1290

1291 1292
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1293

1294
				}
M
Mr.doob 已提交
1295

1296
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1297

1298
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1299

1300
				if ( object.isSkinnedMesh ) {
1301

1302
					object.skeleton.update();
1303

1304
				}
1305

1306
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1307

1308 1309 1310 1311 1312 1313
					if ( sortObjects ) {

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

					}
1314

1315 1316
					var geometry = objects.update( object );
					var material = object.material;
1317

1318
					if ( Array.isArray( material ) ) {
1319

1320
						var groups = geometry.groups;
1321

1322
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1323

1324 1325
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1326

1327
							if ( groupMaterial && groupMaterial.visible ) {
1328

1329
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1330 1331

							}
M
Mr.doob 已提交
1332

M
Mr.doob 已提交
1333
						}
M
Mr.doob 已提交
1334

1335
					} else if ( material.visible ) {
1336

1337
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1338

1339
					}
M
Mr.doob 已提交
1340

1341
				}
M
Mr.doob 已提交
1342

1343
			}
M
Mr.doob 已提交
1344

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

M
Mr.doob 已提交
1347
		var children = object.children;
M
Mr.doob 已提交
1348

M
Mr.doob 已提交
1349 1350
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1351
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1352

1353
		}
1354

1355
	}
M
Mr.doob 已提交
1356

1357
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1358

M
Mr.doob 已提交
1359
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1360

1361
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1362

1363
			var object = renderItem.object;
M
Mr.doob 已提交
1364 1365 1366
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1367

M
Mr.doob 已提交
1368
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1369

1370 1371
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1372
				var cameras = camera.cameras;
M
Mr.doob 已提交
1373

M
Mr.doob 已提交
1374
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1377

1378
					if ( object.layers.test( camera2.layers ) ) {
1379

M
Mr.doob 已提交
1380 1381 1382 1383 1384 1385 1386
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1387

M
Mr.doob 已提交
1388 1389 1390 1391
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
M
Mr.doob 已提交
1392

M
Mr.doob 已提交
1393 1394 1395
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1396

1397 1398
						currentRenderState.setupLights( camera2 );

1399 1400 1401
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1402

M
Mr.doob 已提交
1403
				}
1404

M
Mr.doob 已提交
1405
			} else {
M
Mr.doob 已提交
1406

1407 1408
				_currentArrayCamera = null;

M
Mr.doob 已提交
1409
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1410

M
Mr.doob 已提交
1411
			}
M
Mr.doob 已提交
1412

1413
		}
M
Mr.doob 已提交
1414

1415
	}
G
gero3 已提交
1416

M
Mr.doob 已提交
1417 1418
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1419
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1420
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1421

M
Mr.doob 已提交
1422 1423 1424 1425 1426
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1427
			state.setMaterial( material );
M
Mr.doob 已提交
1428 1429 1430

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

M
Mr.doob 已提交
1431 1432
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1433
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1434

M
Mr.doob 已提交
1435
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1436 1437 1438

		} else {

M
Mugen87 已提交
1439
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1440 1441 1442

		}

M
Mr.doob 已提交
1443
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1444
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1445

M
Mr.doob 已提交
1446 1447
	}

1448
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1449

1450
		var materialProperties = properties.get( material );
G
gero3 已提交
1451

1452 1453
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1454

M
Mr.doob 已提交
1455 1456 1457
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1458
		var parameters = programCache.getParameters(
1459
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1460

G
gero3 已提交
1461
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1462

1463
		var program = materialProperties.program;
T
tschw 已提交
1464
		var programChange = true;
1465

1466
		if ( program === undefined ) {
B
Ben Adams 已提交
1467

M
Mr.doob 已提交
1468 1469
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1470

1471
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1472

M
Mr.doob 已提交
1473
			// changed glsl or parameters
1474
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1475

M
Mr.doob 已提交
1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1491 1492 1493

			programChange = false;

G
gero3 已提交
1494
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1495

T
tschw 已提交
1496
			// same glsl and uniform list
T
tschw 已提交
1497 1498
			return;

T
tschw 已提交
1499
		} else {
B
Ben Adams 已提交
1500

T
tschw 已提交
1501 1502
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1503 1504 1505

		}

1506
		if ( programChange ) {
B
Ben Adams 已提交
1507

1508
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1509

R
Rich Harris 已提交
1510
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1511

1512
				materialProperties.shader = {
1513
					name: material.type,
M
Mr.doob 已提交
1514
					uniforms: cloneUniforms( shader.uniforms ),
1515
					vertexShader: shader.vertexShader,
1516
					fragmentShader: shader.fragmentShader
1517
				};
B
Ben Adams 已提交
1518

1519
			} else {
B
Ben Adams 已提交
1520

1521
				materialProperties.shader = {
1522 1523 1524
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1525
					fragmentShader: material.fragmentShader
1526
				};
G
gero3 已提交
1527

1528
			}
G
gero3 已提交
1529

1530
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1531

1532
			// Computing code again as onBeforeCompile may have changed the shaders
1533 1534
			code = programCache.getProgramCode( material, parameters );

1535
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1536

1537 1538
			materialProperties.program = program;
			material.program = program;
1539 1540 1541

		}

1542
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1543 1544 1545 1546 1547

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1548
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1549

1550
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1564
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1565

1566
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1567 1568 1569 1570 1571 1572 1573 1574 1575

					material.numSupportedMorphNormals ++;

				}

			}

		}

1576
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1577

1578
		if ( ! material.isShaderMaterial &&
1579 1580
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1581

T
tschw 已提交
1582
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1583
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1584
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1585 1586 1587

		}

1588
		materialProperties.fog = fog;
1589

1590
		// store the light setup it was created for
M
Mr.doob 已提交
1591
		if ( lightsHash === undefined ) {
1592

M
Mr.doob 已提交
1593
			materialProperties.lightsHash = lightsHash = {};
1594 1595 1596

		}

M
Mr.doob 已提交
1597 1598 1599 1600 1601 1602 1603
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1604

M
Mr.doob 已提交
1605
		if ( material.lights ) {
1606 1607 1608

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

1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1622
			// TODO (abelnation): add area lights shadow info to uniforms
1623

1624 1625
		}

T
tschw 已提交
1626 1627
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1628
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1629

T
tschw 已提交
1630
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1631

M
Mr.doob 已提交
1632
	}
M
Mr.doob 已提交
1633

1634
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1635 1636 1637

		_usedTextureUnits = 0;

1638
		var materialProperties = properties.get( material );
1639
		var lights = currentRenderState.state.lights;
1640

M
Mr.doob 已提交
1641 1642 1643
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1644 1645 1646 1647 1648
		if ( _clippingEnabled ) {

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

				var useCache =
1649 1650
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1651 1652 1653 1654

				// 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
1655
				_clipping.setState(
1656 1657
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1658 1659 1660 1661 1662

			}

		}

1663
		if ( material.needsUpdate === false ) {
1664

1665
			if ( materialProperties.program === undefined ) {
1666

1667
				material.needsUpdate = true;
1668

1669
			} else if ( material.fog && materialProperties.fog !== fog ) {
1670

M
Mr.doob 已提交
1671
				material.needsUpdate = true;
1672

M
Mr.doob 已提交
1673 1674 1675 1676 1677 1678 1679
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1680

1681
				material.needsUpdate = true;
1682

1683
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1684
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1685
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1686 1687 1688

				material.needsUpdate = true;

1689
			}
1690 1691 1692 1693

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1694

1695
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1696 1697 1698 1699
			material.needsUpdate = false;

		}

1700
		var refreshProgram = false;
M
Mr.doob 已提交
1701
		var refreshMaterial = false;
1702
		var refreshLights = false;
M
Mr.doob 已提交
1703

1704
		var program = materialProperties.program,
1705
			p_uniforms = program.getUniforms(),
1706
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1707

1708
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1709

1710
			refreshProgram = true;
M
Mr.doob 已提交
1711
			refreshMaterial = true;
1712
			refreshLights = true;
M
Mr.doob 已提交
1713 1714 1715 1716 1717 1718

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1719

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Mr.doob 已提交
1720 1721 1722 1723
			refreshMaterial = true;

		}

1724
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1725

M
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1726
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1727

G
gero3 已提交
1728
			if ( capabilities.logarithmicDepthBuffer ) {
1729

T
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1730
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1731
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1732 1733 1734

			}

1735
			if ( _currentCamera !== camera ) {
1736

1737
				_currentCamera = camera;
1738 1739 1740 1741 1742 1743

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1744
				refreshLights = true;		// remains set until update done
1745 1746

			}
M
Mr.doob 已提交
1747

1748 1749 1750
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1751
			if ( material.isShaderMaterial ||
1752 1753 1754
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1755

T
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1756 1757 1758
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1759

T
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1760
					uCamPos.setValue( _gl,
1761
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1762 1763 1764 1765 1766

				}

			}

1767
			if ( material.isMeshPhongMaterial ||
1768 1769 1770 1771
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1772
				material.skinning ) {
1773

T
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1774
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1775 1776 1777

			}

M
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1778 1779 1780 1781 1782 1783
		}

		// 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

1784
		if ( material.skinning ) {
M
Mr.doob 已提交
1785

T
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1786 1787
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1788

T
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1789
			var skeleton = object.skeleton;
1790

T
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1791
			if ( skeleton ) {
1792

1793 1794
				var bones = skeleton.bones;

1795
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1796

1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807
					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
1808
						size = _Math.ceilPowerOfTwo( size );
1809 1810 1811 1812 1813 1814
						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 );
1815
						boneTexture.needsUpdate = true;
1816 1817 1818 1819 1820 1821 1822

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

					}

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1823 1824
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1825

T
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1826
				} else {
M
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1827

T
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1828
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1829 1830 1831 1832 1833 1834 1835 1836 1837

				}

			}

		}

		if ( refreshMaterial ) {

1838 1839 1840
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1841
			if ( material.lights ) {
M
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1842

1843
				// the current material requires lighting info
M
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1844

T
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1845 1846 1847 1848 1849 1850
				// 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
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1851

T
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1852
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1853

T
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1854
			}
G
gero3 已提交
1855

T
tschw 已提交
1856
			// refresh uniforms common to several materials
G
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1857

T
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1858
			if ( fog && material.fog ) {
G
gero3 已提交
1859

T
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1860
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1861 1862 1863

			}

1864
			if ( material.isMeshBasicMaterial ) {
M
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1865 1866 1867

				refreshUniformsCommon( m_uniforms, material );

1868
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1869

1870 1871
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1872

1873
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1874

1875
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1876

1877
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1878

1879
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1880

1881
				} else {
1882

1883
					refreshUniformsPhong( m_uniforms, material );
1884

1885
				}
T
Takahiro 已提交
1886

1887
			} else if ( material.isMeshStandardMaterial ) {
T
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1888

1889
				refreshUniformsCommon( m_uniforms, material );
1890

1891
				if ( material.isMeshPhysicalMaterial ) {
1892

1893
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1894

1895
				} else {
W
WestLangley 已提交
1896

1897
					refreshUniformsStandard( m_uniforms, material );
W
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1898

1899
				}
W
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1900

W
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1901 1902 1903 1904 1905 1906
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1907
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1908

1909
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1910
				refreshUniformsDepth( m_uniforms, material );
1911

W
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1912
			} else if ( material.isMeshDistanceMaterial ) {
1913

1914
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1915
				refreshUniformsDistance( m_uniforms, material );
1916

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

1919
				refreshUniformsCommon( m_uniforms, material );
1920
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1921

1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1936 1937 1938 1939
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1940 1941 1942 1943 1944
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1945 1946
			}

M
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1947 1948 1949
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1950 1951
			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
1952

1953
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1954 1955 1956

		}

1957 1958 1959 1960 1961 1962
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1963

1964 1965 1966 1967 1968 1969
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1970
		// common matrices
M
Mr.doob 已提交
1971

M
Mr.doob 已提交
1972 1973
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1974
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1975

T
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1976
		return program;
A
arose 已提交
1977 1978 1979

	}

M
Mr.doob 已提交
1980 1981
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1982
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1983 1984 1985

		uniforms.opacity.value = material.opacity;

1986 1987 1988 1989 1990
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1991

1992
		if ( material.emissive ) {
M
Mr.doob 已提交
1993

1994
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1995 1996 1997

		}

1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023
		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
2024
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2025 2026 2027 2028

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

2029
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2030

2031
		}
M
Mr.doob 已提交
2032

2033 2034 2035 2036 2037 2038 2039
		if ( material.lightMap ) {

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

		}

2040
		if ( material.aoMap ) {
2041

2042 2043
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2044 2045 2046

		}

M
Mr.doob 已提交
2047
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2048 2049 2050 2051 2052
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2053
		// 6. emissive map
M
Mr.doob 已提交
2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2065 2066 2067 2068
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2069 2070 2071 2072 2073 2074 2075 2076
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2077 2078 2079 2080 2081 2082 2083 2084
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2085 2086 2087 2088
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2089 2090 2091 2092
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2093 2094 2095 2096
		}

		if ( uvScaleMap !== undefined ) {

2097
			// backwards compatibility
2098
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2099 2100 2101 2102 2103

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2104
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2105

W
WestLangley 已提交
2106
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2107

W
WestLangley 已提交
2108
			}
2109

2110
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2111 2112 2113

		}

M
Mr.doob 已提交
2114
	}
M
Mr.doob 已提交
2115

M
Mr.doob 已提交
2116
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2117 2118 2119 2120

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

M
Mr.doob 已提交
2121
	}
M
Mr.doob 已提交
2122

M
Mr.doob 已提交
2123
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2124 2125 2126 2127 2128

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

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

M
Mr.doob 已提交
2131
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2132

2133
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2134
		uniforms.opacity.value = material.opacity;
2135
		uniforms.size.value = material.size * _pixelRatio;
2136
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2137 2138 2139

		uniforms.map.value = material.map;

2140 2141
		if ( material.map !== null ) {

W
WestLangley 已提交
2142
			if ( material.map.matrixAutoUpdate === true ) {
2143

W
WestLangley 已提交
2144
				material.map.updateMatrix();
W
WestLangley 已提交
2145 2146

			}
2147

2148
			uniforms.uvTransform.value.copy( material.map.matrix );
2149 2150 2151

		}

2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172
	}

	function refreshUniformsSprites( uniforms, material ) {

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

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

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

M
Mr.doob 已提交
2175
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2176 2177 2178

		uniforms.fogColor.value = fog.color;

2179
		if ( fog.isFog ) {
M
Mr.doob 已提交
2180 2181 2182 2183

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

2184
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2185 2186 2187 2188 2189

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2190
	}
M
Mr.doob 已提交
2191

M
Mr.doob 已提交
2192
	function refreshUniformsLambert( uniforms, material ) {
2193 2194 2195 2196 2197 2198 2199 2200 2201

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2202
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2203

2204
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2205
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2206

2207
		if ( material.emissiveMap ) {
2208

2209
			uniforms.emissiveMap.value = material.emissiveMap;
2210

2211
		}
M
Mr.doob 已提交
2212

2213 2214 2215 2216
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2217
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2218

2219
		}
M
Mr.doob 已提交
2220

2221 2222 2223 2224
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2225
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2226 2227

		}
M
Mr.doob 已提交
2228

2229 2230 2231 2232 2233
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2234

2235
		}
2236

T
Takahiro 已提交
2237 2238 2239 2240 2241 2242
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2243
		if ( material.gradientMap ) {
T
Takahiro 已提交
2244

T
Takahiro 已提交
2245
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2246 2247 2248

		}

2249 2250
	}

M
Mr.doob 已提交
2251
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277

		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;
2278
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2279 2280 2281 2282 2283 2284 2285

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2286
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306

		}

		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
2307
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2308

2309 2310 2311 2312
		refreshUniformsStandard( uniforms, material );

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

2313 2314 2315
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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	}

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2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379
	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;

	}

2380 2381 2382 2383 2384 2385
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2386
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2387 2388 2389 2390 2391 2392 2393

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2394
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407

		}

		if ( material.displacementMap ) {

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

		}

	}

2408 2409
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2411

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2412
		uniforms.ambientLightColor.needsUpdate = value;
2413

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2414 2415 2416
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2417
		uniforms.rectAreaLights.needsUpdate = value;
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2418
		uniforms.hemisphereLights.needsUpdate = value;
2419

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2420
	}
2421

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2422 2423
	// Textures

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2424 2425 2426 2427 2428 2429
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2430
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2431 2432 2433 2434 2435 2436 2437 2438 2439

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2440
	this.allocTextureUnit = allocTextureUnit;
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2441

2442
	// this.setTexture2D = setTexture2D;
M
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2443
	this.setTexture2D = ( function () {
T
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2444

2445
		var warned = false;
T
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2446

2447
		// backwards compatibility: peel texture.texture
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2448
		return function setTexture2D( texture, slot ) {
T
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2449

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2450
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2451

2452
				if ( ! warned ) {
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2453

2454 2455
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2456

2457
				}
T
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2458

2459
				texture = texture.texture;
T
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2460

2461
			}
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2462

2463
			textures.setTexture2D( texture, slot );
T
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2464

2465
		};
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2466

2467
	}() );
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2469 2470 2471 2472 2473 2474
	this.setTexture2DArray = function ( texture, slot ) {

		textures.setTexture2DArray( texture, slot );

	};

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2475
	this.setTexture3D = function ( texture, slot ) {
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2476

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2477
		textures.setTexture3D( texture, slot );
A
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2478

T
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2479
	};
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2480

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2481
	this.setTexture = ( function () {
2482 2483 2484

		var warned = false;

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2485
		return function setTexture( texture, slot ) {
2486 2487 2488 2489 2490 2491 2492 2493

			if ( ! warned ) {

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

			}

2494
			textures.setTexture2D( texture, slot );
2495 2496 2497 2498 2499

		};

	}() );

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2500
	this.setTextureCube = ( function () {
2501 2502 2503

		var warned = false;

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2504
		return function setTextureCube( texture, slot ) {
2505 2506

			// backwards compatibility: peel texture.texture
T
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2507
			if ( texture && texture.isWebGLRenderTargetCube ) {
2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
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2522
			if ( ( texture && texture.isCubeTexture ) ||
2523
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2524 2525 2526 2527

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2528
				textures.setTextureCube( texture, slot );
2529 2530 2531 2532 2533

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2534
				textures.setTextureCubeDynamic( texture, slot );
2535 2536 2537 2538 2539 2540

			}

		};

	}() );
T
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2541

2542 2543 2544 2545 2546 2547 2548 2549
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2550
	this.getRenderTarget = function () {
2551 2552 2553

		return _currentRenderTarget;

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2554
	};
2555

2556
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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Mr.doob 已提交
2557

2558 2559
		_currentRenderTarget = renderTarget;

2560
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2561

2562
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2563 2564 2565

		}

2566
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2567
		var isCube = false;
M
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2568 2569 2570

		if ( renderTarget ) {

M
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2571
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2572

M
Mr.doob 已提交
2573
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2574

2575
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
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2576
				isCube = true;
M
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2577

2578 2579 2580 2581
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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Mr.doob 已提交
2582 2583
			} else {

M
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2584
				framebuffer = __webglFramebuffer;
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2585 2586 2587

			}

M
Mr.doob 已提交
2588
			_currentViewport.copy( renderTarget.viewport );
2589 2590
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2591

M
Mr.doob 已提交
2592 2593
		} else {

M
Mr.doob 已提交
2594
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2595
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2596
			_currentScissorTest = _scissorTest;
2597

M
Mr.doob 已提交
2598 2599
		}

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2600
		if ( _currentFramebuffer !== framebuffer ) {
M
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2601 2602 2603 2604 2605 2606

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

		}

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2607
		state.viewport( _currentViewport );
2608 2609
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2610

M
Mr.doob 已提交
2611 2612 2613
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2614
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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2615 2616 2617

		}

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2618 2619
	};

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2620
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2621

0
06wj 已提交
2622
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2623

2624
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2625
			return;
2626

G
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2627
		}
2628

M
Mr.doob 已提交
2629
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2630

M
Mr.doob 已提交
2631
		if ( framebuffer ) {
2632

G
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2633
			var restore = false;
2634

M
Mr.doob 已提交
2635
			if ( framebuffer !== _currentFramebuffer ) {
2636

M
Mr.doob 已提交
2637
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2638

G
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2639
				restore = true;
2640

G
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2641
			}
2642

M
Mr.doob 已提交
2643
			try {
2644

M
Mr.doob 已提交
2645
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2646 2647
				var textureFormat = texture.format;
				var textureType = texture.type;
2648

2649
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2650

M
Mr.doob 已提交
2651 2652
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2653

M
Mr.doob 已提交
2654
				}
2655

2656
				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
2657 2658
					! ( 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' ) ) ) ) {
2659

M
Mr.doob 已提交
2660 2661
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2662

M
Mr.doob 已提交
2663
				}
2664

M
Mr.doob 已提交
2665
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2666

2667 2668
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2669
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2670

2671
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2672 2673

					}
2674

M
Mr.doob 已提交
2675
				} else {
M
Mr.doob 已提交
2676

M
Mr.doob 已提交
2677 2678 2679
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2680

M
Mr.doob 已提交
2681
			} finally {
M
Mr.doob 已提交
2682

M
Mr.doob 已提交
2683 2684 2685
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2686

M
Mr.doob 已提交
2687 2688 2689
				}

			}
M
Mr.doob 已提交
2690 2691 2692

		}

M
Mr.doob 已提交
2693 2694
	};

2695
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2696 2697 2698

		var width = texture.image.width;
		var height = texture.image.height;
2699
		var glFormat = utils.convert( texture.format );
2700 2701 2702

		this.setTexture2D( texture, 0 );

2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

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

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

		this.setTexture2D( dstTexture, 0 );

2716 2717 2718 2719 2720 2721 2722 2723 2724
		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 );

		}
2725 2726 2727

	};

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2728
}
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Rich Harris 已提交
2729

T
Tristan VALCKE 已提交
2730

2731
export { WebGLRenderer };