WebGLRenderer.js 63.9 KB
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import {
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebGLMultiview } from './webgl/WebGLMultiview.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

	this.domElement = _canvas;

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

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	var multiview = new WebGLMultiview( _this, _gl );
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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613 614 615

	// Buffer deallocation

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

618 619
		releaseMaterialProgramReference( material );

620
		properties.remove( material );
621

622
	}
623 624


625
	function releaseMaterialProgramReference( material ) {
626

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

		material.program = undefined;

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

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

M
Mr.doob 已提交
635 636
		}

637
	}
M
Mr.doob 已提交
638 639 640

	// Buffer rendering

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

		object.render( function ( object ) {

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

		} );

	}

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

653
		state.initAttributes();
654

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

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

662
		var programAttributes = program.getAttributes();
663

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

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

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

		}

		if ( object.hasNormals ) {

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

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

		}

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

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

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

		}

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

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

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

		}

704
		state.disableUnusedAttributes();
705

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

		object.count = 0;

	};

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

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

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

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

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

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

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

		}

733
		if ( object.morphTargetInfluences ) {
734

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

			updateBuffers = true;

		}

741 742
		//

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

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

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

		}

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

757
		if ( index !== null ) {
758

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

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

764
		}
M
Mr.doob 已提交
765

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

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

770
			if ( index !== null ) {
771

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

			}

776
		}
777

778 779
		//

780
		var dataCount = Infinity;
781

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

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

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

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

M
Mr.doob 已提交
790
		}
791

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

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

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

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

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

M
Mr.doob 已提交
805
		//
806

807
		if ( object.isMesh ) {
808

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

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

814
			} else {
M
Mr.doob 已提交
815 816

				switch ( object.drawMode ) {
817

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

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

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

				}
831

832
			}
833

834
		} else if ( object.isLine ) {
835

836
			var lineWidth = material.linewidth;
837

838
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
839

840
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
841

842
			if ( object.isLineSegments ) {
843

844
				renderer.setMode( _gl.LINES );
845

846 847 848 849
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

850
			} else {
851

852
				renderer.setMode( _gl.LINE_STRIP );
853 854

			}
M
Mr.doob 已提交
855

856
		} else if ( object.isPoints ) {
857 858

			renderer.setMode( _gl.POINTS );
859

860 861 862 863
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

864
		}
865

M
Mr.doob 已提交
866 867
		if ( object.isInstancedMesh ) {

M
Mr.doob 已提交
868
			renderer.renderInstances( geometry, drawStart, drawCount, object.count );
M
Mr.doob 已提交
869

M
Mr.doob 已提交
870
		} else if ( geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
871

872
			renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
873 874 875

		} else {

M
Mr.doob 已提交
876
			renderer.render( drawStart, drawCount );
877

M
Mr.doob 已提交
878 879 880 881
		}

	};

M
Mr.doob 已提交
882 883
	function setupVertexAttributes( object, geometry, material, program ) {

884
		if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
M
Mr.doob 已提交
885

886
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
M
Mr.doob 已提交
887 888

		}
B
Ben Adams 已提交
889

890 891
		state.initAttributes();

892
		var geometryAttributes = geometry.attributes;
893

894
		var programAttributes = program.getAttributes();
895

896
		var materialDefaultAttributeValues = material.defaultAttributeValues;
897

898
		for ( var name in programAttributes ) {
899

900
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
901

M
Mr.doob 已提交
902
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
903

904
				var geometryAttribute = geometryAttributes[ name ];
905

M
Mr.doob 已提交
906
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
907

908
					var normalized = geometryAttribute.normalized;
909
					var size = geometryAttribute.itemSize;
910

M
Mr.doob 已提交
911
					var attribute = attributes.get( geometryAttribute );
912

913 914 915 916
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
917 918 919
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
920

A
aardgoose 已提交
921
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
922

M
Mr.doob 已提交
923 924 925 926
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
927
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
928

929
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
930

M
Mr.doob 已提交
931
							if ( geometry.maxInstancedCount === undefined ) {
932

D
dubejf 已提交
933
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
934

M
Mr.doob 已提交
935
							}
B
Ben Adams 已提交
936

M
Mr.doob 已提交
937
						} else {
B
Ben Adams 已提交
938

M
Mr.doob 已提交
939
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
940

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

M
Mr.doob 已提交
943
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
944
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
					} else {
B
Ben Adams 已提交
947

A
aardgoose 已提交
948
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
949

950
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
951

M
Mr.doob 已提交
952
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
953

D
dubejf 已提交
954
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
955

M
Mr.doob 已提交
956
							}
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958 959 960 961
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
964
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
965
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
966

B
Ben Adams 已提交
967
					}
M
Mr.doob 已提交
968

M
Mr.doob 已提交
969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991
				} else if ( name === 'instanceMatrix' ) {

					var attribute = attributes.get( object.instanceMatrix );

					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

					var buffer = attribute.buffer;
					var type = attribute.type;

					state.enableAttributeAndDivisor( programAttribute + 0, 1 );
					state.enableAttributeAndDivisor( programAttribute + 1, 1 );
					state.enableAttributeAndDivisor( programAttribute + 2, 1 );
					state.enableAttributeAndDivisor( programAttribute + 3, 1 );

					_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );

					_gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
					_gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
					_gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
					_gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );

992 993
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
994
					var value = materialDefaultAttributeValues[ name ];
995

996
					if ( value !== undefined ) {
M
Mr.doob 已提交
997

998
						switch ( value.length ) {
M
Mr.doob 已提交
999

1000 1001 1002
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1003

1004 1005 1006
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
1007

1008 1009 1010
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
1011

1012 1013
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
1014 1015

						}
M
Mr.doob 已提交
1016 1017 1018 1019 1020 1021 1022 1023

					}

				}

			}

		}
1024

1025
		state.disableUnusedAttributes();
1026

M
Mr.doob 已提交
1027 1028
	}

M
Mr.doob 已提交
1029
	// Compile
M
Mr.doob 已提交
1030

M
Mr.doob 已提交
1031
	this.compile = function ( scene, camera ) {
1032

M
Mr.doob 已提交
1033
		currentRenderState = renderStates.get( scene, camera );
1034
		currentRenderState.init();
1035

M
Mr.doob 已提交
1036
		scene.traverse( function ( object ) {
G
gero3 已提交
1037 1038

			if ( object.isLight ) {
M
Mr.doob 已提交
1039

1040
				currentRenderState.pushLight( object );
1041 1042 1043

				if ( object.castShadow ) {

1044
					currentRenderState.pushShadow( object );
1045 1046

				}
M
Mr.doob 已提交
1047

G
gero3 已提交
1048
			}
M
Mr.doob 已提交
1049 1050 1051

		} );

1052
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1053 1054 1055 1056 1057

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1058
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1059

G
gero3 已提交
1060
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1061 1062 1063

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

G
gero3 已提交
1064
					}
M
Mr.doob 已提交
1065

G
gero3 已提交
1066
				} else {
M
Mr.doob 已提交
1067 1068 1069

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

G
gero3 已提交
1070
				}
M
Mr.doob 已提交
1071

G
gero3 已提交
1072
			}
M
Mr.doob 已提交
1073 1074

		} );
G
gero3 已提交
1075 1076

	};
1077

1078
	// Animation Loop
M
Mr.doob 已提交
1079

M
Mr.doob 已提交
1080
	var onAnimationFrameCallback = null;
1081

1082
	function onAnimationFrame( time ) {
1083

M
Mr.doob 已提交
1084
		if ( vr.isPresenting() ) return;
1085
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1086

1087
	}
1088

M
Mr.doob 已提交
1089 1090
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1091 1092

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1093

1094
	this.setAnimationLoop = function ( callback ) {
1095

M
Mr.doob 已提交
1096 1097
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1098

1099 1100
		animation.start();

1101 1102
	};

M
Mr.doob 已提交
1103 1104
	// Rendering

1105 1106
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1107
		var renderTarget, forceClear;
1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121

		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 ];

		}
1122

0
06wj 已提交
1123
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1124

1125
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1126 1127 1128 1129
			return;

		}

1130 1131
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1132 1133
		// reset caching for this frame

M
Mr.doob 已提交
1134 1135
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1136
		_currentGeometryProgram.wireframe = false;
1137
		_currentMaterialId = - 1;
1138
		_currentCamera = null;
M
Mr.doob 已提交
1139 1140 1141

		// update scene graph

1142
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1143 1144 1145

		// update camera matrices and frustum

1146
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1147

1148 1149 1150 1151 1152 1153
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1154 1155
		//

1156 1157
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1158

M
Marc-Sefan Cassola 已提交
1159
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1160

M
Mr.doob 已提交
1161 1162 1163
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1164
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1165
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1166

1167 1168 1169
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1170
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1171

M
Mr.doob 已提交
1172
		if ( _this.sortObjects === true ) {
1173

1174
			currentRenderList.sort();
M
Mr.doob 已提交
1175

1176 1177
		}

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

T
tschw 已提交
1180
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1181

1182
		var shadowsArray = currentRenderState.state.shadowsArray;
1183

1184
		shadowMap.render( shadowsArray, scene, camera );
1185

1186
		currentRenderState.setupLights( camera );
1187

T
tschw 已提交
1188
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1189

M
Mr.doob 已提交
1190 1191
		//

A
Atrahasis 已提交
1192
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1193

1194
		if ( renderTarget !== undefined ) {
1195

1196
			this.setRenderTarget( renderTarget );
1197 1198 1199

		}

1200
		if ( vr.enabled && multiview.isAvailable() ) {
1201

1202
			multiview.attachCamera( camera );
1203

1204
		}
1205

M
Mr.doob 已提交
1206 1207
		//

1208
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1209

1210
		// render scene
M
Mr.doob 已提交
1211

1212 1213 1214
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1215 1216
		if ( scene.overrideMaterial ) {

1217
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1218

M
Mr.doob 已提交
1219 1220
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1221

M
Mr.doob 已提交
1222 1223
		} else {

1224 1225
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1226
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1227 1228 1229

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

M
Mr.doob 已提交
1230
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1231

1232
		}
M
Mr.doob 已提交
1233

1234
		//
M
Mr.doob 已提交
1235

1236 1237 1238 1239
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1240
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1241

1242 1243
			// Generate mipmap if we're using any kind of mipmap filtering

1244
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1245

M
Mugen87 已提交
1246
			// resolve multisample renderbuffers to a single-sample texture if necessary
1247

1248
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1249

M
Mr.doob 已提交
1250 1251
		}

1252
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1253

1254 1255 1256
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1257

1258
		state.setPolygonOffset( false );
1259

1260
		if ( vr.enabled ) {
1261

1262
			if ( multiview.isAvailable() ) {
1263

1264
				multiview.detachCamera( camera );
1265

1266
			}
1267

1268
			vr.submitFrame();
1269

M
Mr.doob 已提交
1270
		}
M
Mr.doob 已提交
1271

M
Mr.doob 已提交
1272 1273
		// _gl.finish();

1274
		currentRenderList = null;
1275
		currentRenderState = null;
1276

M
Mr.doob 已提交
1277
	};
M
Mr.doob 已提交
1278

1279
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1280

1281
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1282

1283
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1284

1285
		if ( visible ) {
1286

1287 1288 1289 1290
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1291 1292
			} else if ( object.isLOD ) {

1293
				if ( object.autoUpdate === true ) object.update( camera );
T
Takahiro 已提交
1294

1295
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1296

1297
				currentRenderState.pushLight( object );
1298 1299 1300

				if ( object.castShadow ) {

1301
					currentRenderState.pushShadow( object );
1302 1303

				}
M
Mr.doob 已提交
1304

1305
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1306

1307
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1308

1309 1310 1311 1312 1313 1314 1315 1316 1317 1318
					if ( sortObjects ) {

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

					}

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

1319 1320 1321 1322 1323
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1324

1325
				}
M
Mr.doob 已提交
1326

1327
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1328

1329
				if ( sortObjects ) {
M
Mr.doob 已提交
1330

1331 1332
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1333

1334
				}
M
Mr.doob 已提交
1335

1336
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1337

1338
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1339

1340
				if ( object.isSkinnedMesh ) {
1341

T
Takahiro 已提交
1342 1343
					// update skeleton only once in a frame

1344
					if ( object.skeleton.frame !== info.render.frame ) {
T
Takahiro 已提交
1345 1346

						object.skeleton.update();
1347
						object.skeleton.frame = info.render.frame;
T
Takahiro 已提交
1348 1349

					}
1350

1351
				}
1352

1353
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1354

1355 1356 1357 1358 1359 1360
					if ( sortObjects ) {

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

					}
1361

1362 1363
					var geometry = objects.update( object );
					var material = object.material;
1364

1365
					if ( Array.isArray( material ) ) {
1366

1367
						var groups = geometry.groups;
1368

1369
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1370

1371 1372
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1373

1374
							if ( groupMaterial && groupMaterial.visible ) {
1375

1376
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1377 1378

							}
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380
						}
M
Mr.doob 已提交
1381

1382
					} else if ( material.visible ) {
1383

1384
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1385

1386
					}
M
Mr.doob 已提交
1387

1388
				}
M
Mr.doob 已提交
1389

1390
			}
M
Mr.doob 已提交
1391

M
Mr.doob 已提交
1392
		}
M
Mr.doob 已提交
1393

M
Mr.doob 已提交
1394
		var children = object.children;
M
Mr.doob 已提交
1395

M
Mr.doob 已提交
1396 1397
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1398
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1399

1400
		}
1401

1402
	}
M
Mr.doob 已提交
1403

1404
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1405

M
Mr.doob 已提交
1406
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1407

1408
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1409

1410
			var object = renderItem.object;
M
Mr.doob 已提交
1411 1412 1413
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1414

M
Mr.doob 已提交
1415
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1416

1417 1418
				_currentArrayCamera = camera;

1419
				if ( vr.enabled && multiview.isAvailable() ) {
1420

1421
					renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1422

1423
				} else {
M
Mr.doob 已提交
1424

1425
					var cameras = camera.cameras;
M
Mr.doob 已提交
1426

1427
					for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1428

1429
						var camera2 = cameras[ j ];
M
Mr.doob 已提交
1430

1431
						if ( object.layers.test( camera2.layers ) ) {
1432

1433
							state.viewport( _currentViewport.copy( camera2.viewport ) );
1434

1435
							currentRenderState.setupLights( camera2 );
1436

1437 1438 1439
							renderObject( object, scene, camera2, geometry, material, group );

						}
1440 1441

					}
M
Mr.doob 已提交
1442

M
Mr.doob 已提交
1443
				}
1444

M
Mr.doob 已提交
1445
			} else {
M
Mr.doob 已提交
1446

1447 1448
				_currentArrayCamera = null;

M
Mr.doob 已提交
1449
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1450

M
Mr.doob 已提交
1451
			}
M
Mr.doob 已提交
1452

1453
		}
M
Mr.doob 已提交
1454

1455
	}
G
gero3 已提交
1456

M
Mr.doob 已提交
1457 1458
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1459
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1460
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1461

M
Mr.doob 已提交
1462 1463 1464 1465 1466
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1467
			state.setMaterial( material );
M
Mr.doob 已提交
1468 1469 1470

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

M
Mr.doob 已提交
1471 1472
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1473
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1474

M
Mr.doob 已提交
1475
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1476 1477 1478

		} else {

M
Mugen87 已提交
1479
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1480 1481 1482

		}

M
Mr.doob 已提交
1483
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1484
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1485

M
Mr.doob 已提交
1486 1487
	}

1488
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1489

1490
		var materialProperties = properties.get( material );
G
gero3 已提交
1491

1492 1493
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1494

A
aardgoose 已提交
1495
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1496

T
tschw 已提交
1497
		var parameters = programCache.getParameters(
1498
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1499

G
gero3 已提交
1500
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1501

1502
		var program = materialProperties.program;
T
tschw 已提交
1503
		var programChange = true;
1504

1505
		if ( program === undefined ) {
B
Ben Adams 已提交
1506

M
Mr.doob 已提交
1507 1508
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1509

1510
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1511

M
Mr.doob 已提交
1512
			// changed glsl or parameters
1513
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1514

A
aardgoose 已提交
1515
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1516

A
aardgoose 已提交
1517
			materialProperties.lightsStateVersion = lightsStateVersion;
1518 1519 1520

			programChange = false;

G
gero3 已提交
1521
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1522

T
tschw 已提交
1523
			// same glsl and uniform list
T
tschw 已提交
1524 1525
			return;

T
tschw 已提交
1526
		} else {
B
Ben Adams 已提交
1527

T
tschw 已提交
1528 1529
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1530 1531 1532

		}

1533
		if ( programChange ) {
B
Ben Adams 已提交
1534

1535
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1536

R
Rich Harris 已提交
1537
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1538

1539
				materialProperties.shader = {
1540
					name: material.type,
M
Mr.doob 已提交
1541
					uniforms: cloneUniforms( shader.uniforms ),
1542
					vertexShader: shader.vertexShader,
1543
					fragmentShader: shader.fragmentShader
1544
				};
B
Ben Adams 已提交
1545

1546
			} else {
B
Ben Adams 已提交
1547

1548
				materialProperties.shader = {
1549 1550 1551
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1552
					fragmentShader: material.fragmentShader
1553
				};
G
gero3 已提交
1554

1555
			}
G
gero3 已提交
1556

1557
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1558

1559
			// Computing code again as onBeforeCompile may have changed the shaders
1560 1561
			code = programCache.getProgramCode( material, parameters );

1562
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1563

1564 1565
			materialProperties.program = program;
			material.program = program;
1566 1567 1568

		}

1569
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1570 1571 1572 1573 1574

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1575
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1576

1577
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1591
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1592

1593
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1594 1595 1596 1597 1598 1599 1600 1601 1602

					material.numSupportedMorphNormals ++;

				}

			}

		}

1603
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1604

1605
		if ( ! material.isShaderMaterial &&
1606 1607
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1608

T
tschw 已提交
1609
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1610
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1611
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1612 1613 1614

		}

1615
		materialProperties.fog = fog;
1616

1617
		// store the light setup it was created for
1618

1619
		materialProperties.needsLights = materialNeedsLights( material );
A
aardgoose 已提交
1620
		materialProperties.lightsStateVersion = lightsStateVersion;
1621

1622
		if ( materialProperties.needsLights ) {
1623 1624 1625

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

1626
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1627
			uniforms.lightProbe.value = lights.state.probe;
1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639
			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;
1640
			// TODO (abelnation): add area lights shadow info to uniforms
1641

1642 1643
		}

T
tschw 已提交
1644 1645
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1646
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1647

T
tschw 已提交
1648
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1649

M
Mr.doob 已提交
1650
	}
M
Mr.doob 已提交
1651

1652
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1653

1654
		textures.resetTextureUnits();
M
Mr.doob 已提交
1655

1656
		var materialProperties = properties.get( material );
1657
		var lights = currentRenderState.state.lights;
1658

T
tschw 已提交
1659 1660 1661 1662 1663
		if ( _clippingEnabled ) {

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

				var useCache =
1664 1665
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1666 1667 1668 1669

				// 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
1670
				_clipping.setState(
1671 1672
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1673 1674 1675 1676 1677

			}

		}

1678
		if ( material.needsUpdate === false ) {
1679

1680
			if ( materialProperties.program === undefined ) {
1681

1682
				material.needsUpdate = true;
1683

1684
			} else if ( material.fog && materialProperties.fog !== fog ) {
1685

M
Mr.doob 已提交
1686
				material.needsUpdate = true;
1687

1688
			} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
1689

1690
				material.needsUpdate = true;
1691

1692
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1693
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1694
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1695 1696 1697

				material.needsUpdate = true;

1698
			}
1699 1700 1701 1702

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1703

1704
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1705 1706 1707 1708
			material.needsUpdate = false;

		}

1709
		var refreshProgram = false;
M
Mr.doob 已提交
1710
		var refreshMaterial = false;
1711
		var refreshLights = false;
M
Mr.doob 已提交
1712

1713
		var program = materialProperties.program,
1714
			p_uniforms = program.getUniforms(),
1715
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1716

1717
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1718

1719
			refreshProgram = true;
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1720
			refreshMaterial = true;
1721
			refreshLights = true;
M
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1722 1723 1724 1725 1726 1727

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1728

M
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1729 1730 1731 1732
			refreshMaterial = true;

		}

1733
		if ( refreshProgram || _currentCamera !== camera ) {
M
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1734

1735
			if ( program.numMultiviewViews > 0 ) {
1736

1737
				multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
1738 1739 1740 1741 1742 1743

			} else {

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

			}
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1744

G
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1745
			if ( capabilities.logarithmicDepthBuffer ) {
1746

T
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1747
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1748
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1749 1750 1751

			}

1752
			if ( _currentCamera !== camera ) {
1753

1754
				_currentCamera = camera;
1755 1756 1757 1758 1759 1760

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

				refreshMaterial = true;		// set to true on material change
T
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1761
				refreshLights = true;		// remains set until update done
1762 1763

			}
M
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1764

1765 1766 1767
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1768
			if ( material.isShaderMaterial ||
1769 1770 1771
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1772

T
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1773 1774 1775
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1776

T
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1777
					uCamPos.setValue( _gl,
1778
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1779 1780 1781 1782 1783

				}

			}

1784
			if ( material.isMeshPhongMaterial ||
1785 1786 1787 1788
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1789
				material.skinning ) {
1790

1791
				if ( program.numMultiviewViews > 0 ) {
1792

1793
					multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
1794 1795 1796 1797 1798 1799

				} else {

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

				}
1800 1801 1802

			}

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1803 1804 1805 1806 1807 1808
		}

		// 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

1809
		if ( material.skinning ) {
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1810

T
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1811 1812
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1813

T
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1814
			var skeleton = object.skeleton;
1815

T
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1816
			if ( skeleton ) {
1817

1818 1819
				var bones = skeleton.bones;

1820
				if ( capabilities.floatVertexTextures ) {
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1821

1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832
					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
1833
						size = _Math.ceilPowerOfTwo( size );
1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846
						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 );

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

					}

1847
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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1848
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1849

T
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1850
				} else {
M
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1851

T
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1852
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1853 1854 1855 1856 1857 1858 1859

				}

			}

		}

1860 1861 1862 1863 1864 1865 1866
		if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

			materialProperties.receiveShadow = object.receiveShadow;
			p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );

		}

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1867 1868
		if ( refreshMaterial ) {

1869 1870 1871
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

1872
			if ( materialProperties.needsLights ) {
M
Mr.doob 已提交
1873

1874
				// the current material requires lighting info
M
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1875

T
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1876 1877 1878 1879 1880 1881
				// 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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1882

T
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1883
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1884

T
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1885
			}
G
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1886

T
tschw 已提交
1887
			// refresh uniforms common to several materials
G
gero3 已提交
1888

T
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1889
			if ( fog && material.fog ) {
G
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1890

T
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1891
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1892 1893 1894

			}

1895
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1896 1897 1898

				refreshUniformsCommon( m_uniforms, material );

1899
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1900

1901 1902
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1903

1904
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1905

1906
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1907

1908
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1909

1910
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1911

1912
				} else {
1913

1914
					refreshUniformsPhong( m_uniforms, material );
1915

1916
				}
T
Takahiro 已提交
1917

1918
			} else if ( material.isMeshStandardMaterial ) {
T
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1919

1920
				refreshUniformsCommon( m_uniforms, material );
1921

1922
				if ( material.isMeshPhysicalMaterial ) {
1923

1924
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1925

1926
				} else {
W
WestLangley 已提交
1927

1928
					refreshUniformsStandard( m_uniforms, material );
W
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1929

1930
				}
W
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1931

W
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1932 1933 1934 1935 1936 1937
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1938
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1939

1940
				refreshUniformsCommon( m_uniforms, material );
W
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1941
				refreshUniformsDepth( m_uniforms, material );
1942

W
WestLangley 已提交
1943
			} else if ( material.isMeshDistanceMaterial ) {
1944

1945
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1946
				refreshUniformsDistance( m_uniforms, material );
1947

1948
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1949

1950
				refreshUniformsCommon( m_uniforms, material );
1951
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1952

1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1967 1968 1969 1970
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1971 1972
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1973
				m_uniforms.color.value.copy( material.color );
1974 1975
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1976 1977
			}

M
Mr.doob 已提交
1978 1979 1980
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1981 1982
			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
1983

1984
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
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1985

1986 1987
			if ( material.isShaderMaterial ) {

1988
				material.uniformsNeedUpdate = false; // #15581
1989 1990 1991

			}

A
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1992 1993
		}

1994 1995
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1996
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1997 1998 1999
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
2000

2001 2002 2003 2004 2005 2006
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
2007
		// common matrices
M
Mr.doob 已提交
2008

2009
		if ( program.numMultiviewViews > 0 ) {
2010

2011
			multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
2012 2013 2014 2015 2016 2017 2018 2019

		} else {

			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );

		}

T
tschw 已提交
2020
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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2021

T
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2022
		return program;
A
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2023 2024 2025

	}

M
Mr.doob 已提交
2026 2027
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
2028
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
2029 2030 2031

		uniforms.opacity.value = material.opacity;

2032 2033
		if ( material.color ) {

T
Takahiro 已提交
2034
			uniforms.diffuse.value.copy( material.color );
2035 2036

		}
M
Mr.doob 已提交
2037

2038
		if ( material.emissive ) {
M
Mr.doob 已提交
2039

2040
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2041 2042 2043

		}

2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069
		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
2070
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2071 2072 2073 2074

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

2075
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2076

2077
		}
M
Mr.doob 已提交
2078

2079 2080 2081 2082 2083 2084 2085
		if ( material.lightMap ) {

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

		}

2086
		if ( material.aoMap ) {
2087

2088 2089
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2090 2091 2092

		}

M
Mr.doob 已提交
2093
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2094 2095 2096 2097 2098
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2099
		// 6. emissive map
M
Mr.doob 已提交
2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2111 2112 2113 2114
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2115 2116 2117 2118 2119 2120 2121 2122
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2123 2124 2125 2126 2127 2128 2129 2130
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2131 2132 2133 2134
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2135 2136 2137 2138
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2139 2140 2141 2142
		}

		if ( uvScaleMap !== undefined ) {

2143
			// backwards compatibility
2144
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2145 2146 2147 2148 2149

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2150
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2151

W
WestLangley 已提交
2152
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2153

W
WestLangley 已提交
2154
			}
2155

2156
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2157 2158 2159

		}

M
Mr.doob 已提交
2160
	}
M
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2161

M
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2162
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2163

T
Takahiro 已提交
2164
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2165 2166
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2167
	}
M
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2168

M
Mr.doob 已提交
2169
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2170 2171 2172 2173 2174

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

M
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2175
	}
M
Mr.doob 已提交
2176

M
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2177
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2178

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

W
WestLangley 已提交
2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;
M
Mr.doob 已提交
2205

W
WestLangley 已提交
2206
		} else if ( material.alphaMap ) {
2207

W
WestLangley 已提交
2208
			uvScaleMap = material.alphaMap;
2209

W
WestLangley 已提交
2210 2211 2212 2213 2214 2215 2216
		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();
W
WestLangley 已提交
2217 2218

			}
2219

W
WestLangley 已提交
2220
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
2221 2222 2223

		}

2224 2225 2226 2227
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2228
		uniforms.diffuse.value.copy( material.color );
2229 2230 2231
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;

W
WestLangley 已提交
2232
		if ( material.map ) {
2233

W
WestLangley 已提交
2234
			uniforms.map.value = material.map;
2235

W
WestLangley 已提交
2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264
		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();
2265 2266 2267

			}

W
WestLangley 已提交
2268
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
2269 2270 2271

		}

M
Mr.doob 已提交
2272
	}
M
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2273

M
Mr.doob 已提交
2274
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2275

T
Takahiro 已提交
2276
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2277

2278
		if ( fog.isFog ) {
M
Mr.doob 已提交
2279 2280 2281 2282

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

2283
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2284 2285 2286 2287 2288

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2289
	}
M
Mr.doob 已提交
2290

M
Mr.doob 已提交
2291
	function refreshUniformsLambert( uniforms, material ) {
2292 2293 2294 2295 2296 2297 2298 2299 2300

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2301
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2302

T
Takahiro 已提交
2303
		uniforms.specular.value.copy( material.specular );
M
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2304
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
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2305

2306
		if ( material.emissiveMap ) {
2307

2308
			uniforms.emissiveMap.value = material.emissiveMap;
2309

2310
		}
M
Mr.doob 已提交
2311

2312 2313 2314 2315
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2316
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2317

2318
		}
M
Mr.doob 已提交
2319

2320 2321 2322 2323
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2324
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2325 2326

		}
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Mr.doob 已提交
2327

2328 2329 2330 2331 2332
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2333

2334
		}
2335

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Takahiro 已提交
2336 2337 2338 2339 2340 2341
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2342
		if ( material.gradientMap ) {
T
Takahiro 已提交
2343

T
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2344
			uniforms.gradientMap.value = material.gradientMap;
T
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2345 2346 2347

		}

2348 2349
	}

M
Mr.doob 已提交
2350
	function refreshUniformsStandard( uniforms, material ) {
W
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2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376

		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;
2377
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2378 2379 2380 2381 2382 2383 2384

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2385
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2406
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2407

2408 2409 2410 2411
		refreshUniformsStandard( uniforms, material );

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

2412 2413
		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
2414
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
2415

2416
		if ( material.clearcoatNormalMap ) {
2417

2418 2419
			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
2420

A
Linting  
arobertson0 已提交
2421 2422
			if ( material.side === BackSide ) {

2423
				uniforms.clearcoatNormalScale.value.negate();
A
Linting  
arobertson0 已提交
2424

A
arobertson0 已提交
2425
			}
A
arobertson0 已提交
2426 2427

		}
2428

2429 2430
		uniforms.transparency.value = material.transparency;

W
WestLangley 已提交
2431 2432
	}

W
WestLangley 已提交
2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

W
WestLangley 已提交
2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494
	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;

	}

2495 2496 2497 2498 2499 2500
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2501
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2502 2503 2504 2505 2506 2507 2508

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2509
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522

		}

		if ( material.displacementMap ) {

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

		}

	}

2523 2524
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2525
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2526

M
Mr.doob 已提交
2527
		uniforms.ambientLightColor.needsUpdate = value;
W
WestLangley 已提交
2528
		uniforms.lightProbe.needsUpdate = value;
2529

B
Ben Houston 已提交
2530 2531 2532
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2533
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2534
		uniforms.hemisphereLights.needsUpdate = value;
2535

M
Mr.doob 已提交
2536
	}
2537

2538 2539 2540 2541 2542 2543 2544 2545
	function materialNeedsLights( material ) {

		return material.isMeshLambertMaterial || material.isMeshPhongMaterial ||
			material.isMeshStandardMaterial || material.isShadowMaterial ||
			( material.isShaderMaterial && material.lights === true );

	}

2546 2547 2548
	//
	this.setFramebuffer = function ( value ) {

2549
		if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2550

2551 2552 2553 2554
		_framebuffer = value;

	};

2555 2556 2557 2558 2559 2560
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

2561
	this.getActiveMipmapLevel = function () {
2562 2563 2564 2565 2566

		return _currentActiveMipmapLevel;

	};

2567
	this.getRenderTarget = function () {
2568 2569 2570

		return _currentRenderTarget;

M
Michael Herzog 已提交
2571
	};
2572

2573
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
M
Mr.doob 已提交
2574

2575
		_currentRenderTarget = renderTarget;
2576
		_currentActiveCubeFace = activeCubeFace;
2577
		_currentActiveMipmapLevel = activeMipmapLevel;
2578

2579
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2580

2581
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2582 2583 2584

		}

2585
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2586
		var isCube = false;
M
Mr.doob 已提交
2587 2588 2589

		if ( renderTarget ) {

M
Mr.doob 已提交
2590
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2591

M
Mr.doob 已提交
2592
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2593

2594
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
Mr.doob 已提交
2595
				isCube = true;
M
Mr.doob 已提交
2596

2597 2598 2599 2600
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2601 2602
			} else {

M
Mr.doob 已提交
2603
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2604 2605 2606

			}

M
Mr.doob 已提交
2607
			_currentViewport.copy( renderTarget.viewport );
2608 2609
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2610

M
Mr.doob 已提交
2611 2612
		} else {

2613 2614
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2615
			_currentScissorTest = _scissorTest;
2616

M
Mr.doob 已提交
2617 2618
		}

M
Mr.doob 已提交
2619
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2620 2621 2622 2623 2624 2625

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

		}

M
Mr.doob 已提交
2626
		state.viewport( _currentViewport );
2627 2628
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2629

M
Mr.doob 已提交
2630 2631 2632
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2633
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
M
Mr.doob 已提交
2634 2635 2636

		}

M
Mr.doob 已提交
2637 2638
	};

2639
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2640

0
06wj 已提交
2641
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2642

2643
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2644
			return;
2645

G
gero3 已提交
2646
		}
2647

M
Mr.doob 已提交
2648
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2649

2650
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2651 2652 2653 2654 2655

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2656
		if ( framebuffer ) {
2657

G
gero3 已提交
2658
			var restore = false;
2659

M
Mr.doob 已提交
2660
			if ( framebuffer !== _currentFramebuffer ) {
2661

M
Mr.doob 已提交
2662
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2663

G
gero3 已提交
2664
				restore = true;
2665

G
gero3 已提交
2666
			}
2667

M
Mr.doob 已提交
2668
			try {
2669

M
Mr.doob 已提交
2670
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2671 2672
				var textureFormat = texture.format;
				var textureType = texture.type;
2673

2674
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2675

M
Mr.doob 已提交
2676 2677
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2678

M
Mr.doob 已提交
2679
				}
2680

2681
				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
2682 2683
					! ( 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' ) ) ) ) {
2684

M
Mr.doob 已提交
2685 2686
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2687

M
Mr.doob 已提交
2688
				}
2689

M
Mr.doob 已提交
2690
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2691

2692 2693
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2694
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2695

2696
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2697 2698

					}
2699

M
Mr.doob 已提交
2700
				} else {
M
Mr.doob 已提交
2701

M
Mr.doob 已提交
2702 2703 2704
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2705

M
Mr.doob 已提交
2706
			} finally {
M
Mr.doob 已提交
2707

M
Mr.doob 已提交
2708 2709 2710
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2711

M
Mr.doob 已提交
2712 2713 2714
				}

			}
M
Mr.doob 已提交
2715 2716 2717

		}

M
Mr.doob 已提交
2718 2719
	};

2720
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2721

E
Emmett Lalish 已提交
2722
		if ( level === undefined ) level = 0;
E
Emmett Lalish 已提交
2723

E
Emmett Lalish 已提交
2724
		var levelScale = Math.pow( 2, - level );
E
Emmett Lalish 已提交
2725 2726
		var width = Math.floor( texture.image.width * levelScale );
		var height = Math.floor( texture.image.height * levelScale );
2727
		var glFormat = utils.convert( texture.format );
2728

2729
		textures.setTexture2D( texture, 0 );
2730

E
Emmett Lalish 已提交
2731
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
2732

M
Mugen87 已提交
2733 2734
		state.unbindTexture();

2735 2736 2737 2738 2739 2740 2741 2742 2743
	};

	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 );

2744
		textures.setTexture2D( dstTexture, 0 );
2745

2746 2747 2748 2749 2750 2751 2752 2753 2754
		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 );

		}
2755

M
Mugen87 已提交
2756 2757 2758 2759 2760 2761 2762 2763 2764 2765
		state.unbindTexture();

	};

	this.initTexture = function ( texture ) {

		textures.setTexture2D( texture, 0 );

		state.unbindTexture();

2766 2767
	};

M
Mr.doob 已提交
2768
	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
R
Rich Harris 已提交
2769

M
Mugen87 已提交
2770 2771
		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2772
	}
R
Rich Harris 已提交
2773

M
Mr.doob 已提交
2774
}
T
Tristan VALCKE 已提交
2775

2776
export { WebGLRenderer };