WebGLRenderer.js 61.9 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program ) {
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		object.render( function ( object ) {

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

	}

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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606
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
607

608 609
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
610 611 612 613 614

		}

		if ( object.hasNormals ) {

615
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
616
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
617

618 619
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
620 621 622

		}

623
		if ( object.hasUvs ) {
M
Mr.doob 已提交
624

625
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
626
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
627

628
			state.enableAttribute( programAttributes.uv );
629
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
630 631 632

		}

633
		if ( object.hasColors ) {
M
Mr.doob 已提交
634

635
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
636
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
637

638 639
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
640 641 642

		}

643
		state.disableUnusedAttributes();
644

M
Mr.doob 已提交
645 646 647 648 649 650
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

651
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
652

653
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
654 655

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
656

M
Mr.doob 已提交
657
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
658

M
Mr.doob 已提交
659
		var updateBuffers = false;
M
Mr.doob 已提交
660

661 662 663
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
664

M
Mr.doob 已提交
665 666
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
667
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
668 669 670 671
			updateBuffers = true;

		}

672
		if ( object.morphTargetInfluences ) {
673

674
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
675 676 677 678 679

			updateBuffers = true;

		}

680 681
		//

682
		var index = geometry.index;
683
		var position = geometry.attributes.position;
684
		var rangeFactor = 1;
685

686 687
		if ( material.wireframe === true ) {

688
			index = geometries.getWireframeAttribute( geometry );
689
			rangeFactor = 2;
690 691 692

		}

M
Mr.doob 已提交
693
		var attribute;
M
Mr.doob 已提交
694
		var renderer = bufferRenderer;
695

696
		if ( index !== null ) {
697

M
Mr.doob 已提交
698
			attribute = attributes.get( index );
699

700
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
701
			renderer.setIndex( attribute );
702

703
		}
M
Mr.doob 已提交
704

705
		if ( updateBuffers ) {
M
Mr.doob 已提交
706

707
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
708

709
			if ( index !== null ) {
710

M
Mr.doob 已提交
711
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
712 713 714

			}

715
		}
716

717 718
		//

719
		var dataCount = Infinity;
720

M
Mr.doob 已提交
721
		if ( index !== null ) {
722

M
Mr.doob 已提交
723
			dataCount = index.count;
724

M
Mr.doob 已提交
725
		} else if ( position !== undefined ) {
726

M
Mr.doob 已提交
727
			dataCount = position.count;
728

M
Mr.doob 已提交
729
		}
730

M
Mr.doob 已提交
731 732
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
733

M
Mr.doob 已提交
734 735
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
736

M
Mr.doob 已提交
737
		var drawStart = Math.max( rangeStart, groupStart );
738
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
739 740 741

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

742 743
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
744
		//
745

746
		if ( object.isMesh ) {
747

748
			if ( material.wireframe === true ) {
749

750
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
751
				renderer.setMode( _gl.LINES );
752

753
			} else {
M
Mr.doob 已提交
754 755

				switch ( object.drawMode ) {
756

R
Rich Harris 已提交
757
					case TrianglesDrawMode:
B
Ben Adams 已提交
758 759 760
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
761
					case TriangleStripDrawMode:
B
Ben Adams 已提交
762 763 764
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
765
					case TriangleFanDrawMode:
B
Ben Adams 已提交
766 767 768 769
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
770

771
			}
772

773

774
		} else if ( object.isLine ) {
775

776
			var lineWidth = material.linewidth;
777

778
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
779

780
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
781

782
			if ( object.isLineSegments ) {
783

784
				renderer.setMode( _gl.LINES );
785

786 787 788 789
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

790
			} else {
791

792
				renderer.setMode( _gl.LINE_STRIP );
793 794

			}
M
Mr.doob 已提交
795

796
		} else if ( object.isPoints ) {
797 798

			renderer.setMode( _gl.POINTS );
799

800 801 802 803
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

804
		}
805

T
Takahiro 已提交
806
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
807 808 809

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
810
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
811

J
jfranc 已提交
812
			}
813 814 815

		} else {

M
Mr.doob 已提交
816
			renderer.render( drawStart, drawCount );
817

M
Mr.doob 已提交
818 819 820 821
		}

	};

822
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
823

A
Alex Goldring 已提交
824
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
825

826
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
827

828
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
829
				return;
B
Ben Adams 已提交
830

M
Mr.doob 已提交
831 832 833
			}

		}
B
Ben Adams 已提交
834

835 836
		state.initAttributes();

837
		var geometryAttributes = geometry.attributes;
838

839
		var programAttributes = program.getAttributes();
840

841
		var materialDefaultAttributeValues = material.defaultAttributeValues;
842

843
		for ( var name in programAttributes ) {
844

845
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
846

M
Mr.doob 已提交
847
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
848

849
				var geometryAttribute = geometryAttributes[ name ];
850

M
Mr.doob 已提交
851
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
852

853
					var normalized = geometryAttribute.normalized;
854
					var size = geometryAttribute.itemSize;
855

M
Mr.doob 已提交
856
					var attribute = attributes.get( geometryAttribute );
857

858 859 860 861
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
862 863 864
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
865

A
aardgoose 已提交
866
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
867

M
Mr.doob 已提交
868 869 870 871
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
872
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
873

874
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
875

M
Mr.doob 已提交
876
							if ( geometry.maxInstancedCount === undefined ) {
877

D
dubejf 已提交
878
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
879

M
Mr.doob 已提交
880
							}
B
Ben Adams 已提交
881

M
Mr.doob 已提交
882
						} else {
B
Ben Adams 已提交
883

M
Mr.doob 已提交
884
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
885

M
Mr.doob 已提交
886
						}
B
Ben Adams 已提交
887

M
Mr.doob 已提交
888
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
889
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
					} else {
B
Ben Adams 已提交
892

A
aardgoose 已提交
893
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
894

895
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
898

D
dubejf 已提交
899
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
							}
B
Ben Adams 已提交
902

M
Mr.doob 已提交
903 904 905 906
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
907
						}
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
910
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
911

B
Ben Adams 已提交
912
					}
M
Mr.doob 已提交
913

914 915
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
916
					var value = materialDefaultAttributeValues[ name ];
917

918
					if ( value !== undefined ) {
M
Mr.doob 已提交
919

920
						switch ( value.length ) {
M
Mr.doob 已提交
921

922 923 924
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
925

926 927 928
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
929

930 931 932
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
933

934 935
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
936 937

						}
M
Mr.doob 已提交
938 939 940 941 942 943 944 945

					}

				}

			}

		}
946

947
		state.disableUnusedAttributes();
948

M
Mr.doob 已提交
949 950
	}

M
Mr.doob 已提交
951
	// Compile
M
Mr.doob 已提交
952

M
Mr.doob 已提交
953
	this.compile = function ( scene, camera ) {
954

M
Mr.doob 已提交
955
		currentRenderState = renderStates.get( scene, camera );
956
		currentRenderState.init();
957

M
Mr.doob 已提交
958
		scene.traverse( function ( object ) {
G
gero3 已提交
959 960

			if ( object.isLight ) {
M
Mr.doob 已提交
961

962
				currentRenderState.pushLight( object );
963 964 965

				if ( object.castShadow ) {

966
					currentRenderState.pushShadow( object );
967 968

				}
M
Mr.doob 已提交
969

G
gero3 已提交
970
			}
M
Mr.doob 已提交
971 972 973

		} );

974
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
975 976 977 978 979

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
980
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
981

G
gero3 已提交
982
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
983 984 985

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

G
gero3 已提交
986
					}
M
Mr.doob 已提交
987

G
gero3 已提交
988
				} else {
M
Mr.doob 已提交
989 990 991

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

G
gero3 已提交
992
				}
M
Mr.doob 已提交
993

G
gero3 已提交
994
			}
M
Mr.doob 已提交
995 996

		} );
G
gero3 已提交
997 998

	};
999

1000
	// Animation Loop
M
Mr.doob 已提交
1001

M
Mr.doob 已提交
1002
	var onAnimationFrameCallback = null;
1003

1004
	function onAnimationFrame( time ) {
1005

M
Mr.doob 已提交
1006
		if ( vr.isPresenting() ) return;
1007
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1008

1009
	}
1010

M
Mr.doob 已提交
1011 1012
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1013 1014

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1015

1016
	this.setAnimationLoop = function ( callback ) {
1017

M
Mr.doob 已提交
1018 1019
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1020

1021 1022
		animation.start();

1023 1024
	};

M
Mr.doob 已提交
1025 1026
	// Rendering

1027 1028
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1029
		var renderTarget, forceClear;
1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043

		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 ];

		}
1044

0
06wj 已提交
1045
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1046

1047
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1048 1049 1050 1051
			return;

		}

1052 1053
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1054 1055
		// reset caching for this frame

M
Mr.doob 已提交
1056 1057
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1058
		_currentGeometryProgram.wireframe = false;
1059
		_currentMaterialId = - 1;
1060
		_currentCamera = null;
M
Mr.doob 已提交
1061 1062 1063

		// update scene graph

1064
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1065 1066 1067

		// update camera matrices and frustum

1068
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1069

1070 1071 1072 1073 1074 1075
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1076 1077
		//

1078 1079
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1080

1081 1082
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1083 1084 1085
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1086
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1087
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1088

1089 1090 1091
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1092
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1093

M
Mr.doob 已提交
1094
		if ( _this.sortObjects === true ) {
1095

1096
			currentRenderList.sort();
M
Mr.doob 已提交
1097

1098 1099
		}

M
Mr.doob 已提交
1100
		//
M
Mr.doob 已提交
1101

T
tschw 已提交
1102
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1103

1104
		var shadowsArray = currentRenderState.state.shadowsArray;
1105

1106
		shadowMap.render( shadowsArray, scene, camera );
1107

1108
		currentRenderState.setupLights( camera );
1109

T
tschw 已提交
1110
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1111

M
Mr.doob 已提交
1112 1113
		//

A
Atrahasis 已提交
1114
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1115

1116
		if ( renderTarget !== undefined ) {
1117

1118
			this.setRenderTarget( renderTarget );
1119 1120 1121

		}

M
Mr.doob 已提交
1122 1123
		//

1124
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1125

1126
		// render scene
M
Mr.doob 已提交
1127

1128 1129 1130
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1131 1132
		if ( scene.overrideMaterial ) {

1133
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1134

M
Mr.doob 已提交
1135 1136
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1137

M
Mr.doob 已提交
1138 1139
		} else {

1140 1141
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1142
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1143 1144 1145

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

M
Mr.doob 已提交
1146
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1147

1148
		}
M
Mr.doob 已提交
1149

1150
		//
M
Mr.doob 已提交
1151

M
Mr.doob 已提交
1152
		if ( renderTarget !== undefined ) {
M
Mr.doob 已提交
1153

1154 1155
			// Generate mipmap if we're using any kind of mipmap filtering

1156
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1157

M
Mugen87 已提交
1158
			// resolve multisample renderbuffers to a single-sample texture if necessary
1159 1160 1161

			textures.updateMultisampleRenderTarget( renderTarget );

M
Mr.doob 已提交
1162 1163
		}

1164
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1165

1166 1167 1168
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1169

1170
		state.setPolygonOffset( false );
1171

1172
		scene.onAfterRender( _this, scene, camera );
1173

M
Mr.doob 已提交
1174
		if ( vr.enabled ) {
1175

1176
			vr.submitFrame();
1177

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

M
Mr.doob 已提交
1180 1181
		// _gl.finish();

1182
		currentRenderList = null;
1183
		currentRenderState = null;
1184

M
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1185
	};
M
Mr.doob 已提交
1186

1187
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1188

1189
		if ( object.visible === false ) return;
M
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1190

1191
		var visible = object.layers.test( camera.layers );
M
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1192

1193
		if ( visible ) {
1194

1195 1196 1197 1198 1199
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1200

1201
				currentRenderState.pushLight( object );
1202 1203 1204

				if ( object.castShadow ) {

1205
					currentRenderState.pushShadow( object );
1206 1207

				}
M
Mr.doob 已提交
1208

1209
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1210

1211
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1212

1213 1214 1215 1216 1217 1218 1219 1220 1221 1222
					if ( sortObjects ) {

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

					}

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

1223
					currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
M
Mr.doob 已提交
1224

1225
				}
M
Mr.doob 已提交
1226

1227
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1228

1229
				if ( sortObjects ) {
M
Mr.doob 已提交
1230

1231 1232
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1233

1234
				}
M
Mr.doob 已提交
1235

1236
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1237

1238
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1239

1240
				if ( object.isSkinnedMesh ) {
1241

1242
					object.skeleton.update();
1243

1244
				}
1245

1246
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1247

1248 1249 1250 1251 1252 1253
					if ( sortObjects ) {

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

					}
1254

1255 1256
					var geometry = objects.update( object );
					var material = object.material;
1257

1258
					if ( Array.isArray( material ) ) {
1259

1260
						var groups = geometry.groups;
1261

1262
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1263

1264 1265
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1266

1267
							if ( groupMaterial && groupMaterial.visible ) {
1268

1269
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1270 1271

							}
M
Mr.doob 已提交
1272

M
Mr.doob 已提交
1273
						}
M
Mr.doob 已提交
1274

1275
					} else if ( material.visible ) {
1276

1277
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
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1278

1279
					}
M
Mr.doob 已提交
1280

1281
				}
M
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1282

1283
			}
M
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1284

M
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1285
		}
M
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1286

M
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1287
		var children = object.children;
M
Mr.doob 已提交
1288

M
Mr.doob 已提交
1289 1290
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1291
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1292

1293
		}
1294

1295
	}
M
Mr.doob 已提交
1296

1297
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1298

M
Mr.doob 已提交
1299
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1300

1301
			var renderItem = renderList[ i ];
M
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1302

1303
			var object = renderItem.object;
M
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1304 1305 1306
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1307

M
Mr.doob 已提交
1308
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1309

1310 1311
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1312
				var cameras = camera.cameras;
M
Mr.doob 已提交
1313

M
Mr.doob 已提交
1314
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1315

M
Mr.doob 已提交
1316
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1317

1318
					if ( object.layers.test( camera2.layers ) ) {
1319

M
Mr.doob 已提交
1320 1321 1322 1323 1324 1325 1326
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1327

M
Mr.doob 已提交
1328 1329 1330 1331
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
M
Mr.doob 已提交
1332

M
Mr.doob 已提交
1333 1334 1335
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1336

1337 1338
						currentRenderState.setupLights( camera2 );

1339 1340 1341
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1342

M
Mr.doob 已提交
1343
				}
1344

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

1347 1348
				_currentArrayCamera = null;

M
Mr.doob 已提交
1349
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351
			}
M
Mr.doob 已提交
1352

1353
		}
M
Mr.doob 已提交
1354

1355
	}
G
gero3 已提交
1356

M
Mr.doob 已提交
1357 1358
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1359
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1360
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1361

M
Mr.doob 已提交
1362 1363 1364 1365 1366
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1367
			state.setMaterial( material );
M
Mr.doob 已提交
1368 1369 1370

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

M
Mr.doob 已提交
1371 1372
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1373
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1374

M
Mr.doob 已提交
1375
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1376 1377 1378

		} else {

M
Mugen87 已提交
1379
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1380 1381 1382

		}

M
Mr.doob 已提交
1383
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1384
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1385

M
Mr.doob 已提交
1386 1387
	}

1388
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1389

1390
		var materialProperties = properties.get( material );
G
gero3 已提交
1391

1392 1393
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1394

M
Mr.doob 已提交
1395 1396 1397
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1398
		var parameters = programCache.getParameters(
1399
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1400

G
gero3 已提交
1401
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1402

1403
		var program = materialProperties.program;
T
tschw 已提交
1404
		var programChange = true;
1405

1406
		if ( program === undefined ) {
B
Ben Adams 已提交
1407

M
Mr.doob 已提交
1408 1409
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1410

1411
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1412

M
Mr.doob 已提交
1413
			// changed glsl or parameters
1414
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1415

M
Mr.doob 已提交
1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1431 1432 1433

			programChange = false;

G
gero3 已提交
1434
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1435

T
tschw 已提交
1436
			// same glsl and uniform list
T
tschw 已提交
1437 1438
			return;

T
tschw 已提交
1439
		} else {
B
Ben Adams 已提交
1440

T
tschw 已提交
1441 1442
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1443 1444 1445

		}

1446
		if ( programChange ) {
B
Ben Adams 已提交
1447

1448
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1449

R
Rich Harris 已提交
1450
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1451

1452
				materialProperties.shader = {
1453
					name: material.type,
M
Mr.doob 已提交
1454
					uniforms: cloneUniforms( shader.uniforms ),
1455
					vertexShader: shader.vertexShader,
1456
					fragmentShader: shader.fragmentShader
1457
				};
B
Ben Adams 已提交
1458

1459
			} else {
B
Ben Adams 已提交
1460

1461
				materialProperties.shader = {
1462 1463 1464
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1465
					fragmentShader: material.fragmentShader
1466
				};
G
gero3 已提交
1467

1468
			}
G
gero3 已提交
1469

1470
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1471

1472
			// Computing code again as onBeforeCompile may have changed the shaders
1473 1474
			code = programCache.getProgramCode( material, parameters );

1475
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1476

1477 1478
			materialProperties.program = program;
			material.program = program;
1479 1480 1481

		}

1482
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1483 1484 1485 1486 1487

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1488
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1489

1490
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1504
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1505

1506
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1507 1508 1509 1510 1511 1512 1513 1514 1515

					material.numSupportedMorphNormals ++;

				}

			}

		}

1516
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1517

1518
		if ( ! material.isShaderMaterial &&
1519 1520
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1521

T
tschw 已提交
1522
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1523
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1524
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1525 1526 1527

		}

1528
		materialProperties.fog = fog;
1529

1530
		// store the light setup it was created for
M
Mr.doob 已提交
1531
		if ( lightsHash === undefined ) {
1532

M
Mr.doob 已提交
1533
			materialProperties.lightsHash = lightsHash = {};
1534 1535 1536

		}

M
Mr.doob 已提交
1537 1538 1539 1540 1541 1542 1543
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1544

M
Mr.doob 已提交
1545
		if ( material.lights ) {
1546 1547 1548

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

1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1562
			// TODO (abelnation): add area lights shadow info to uniforms
1563

1564 1565
		}

T
tschw 已提交
1566 1567
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1568
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1569

T
tschw 已提交
1570
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1571

M
Mr.doob 已提交
1572
	}
M
Mr.doob 已提交
1573

1574
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1575 1576 1577

		_usedTextureUnits = 0;

1578
		var materialProperties = properties.get( material );
1579
		var lights = currentRenderState.state.lights;
1580

M
Mr.doob 已提交
1581 1582 1583
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1584 1585 1586 1587 1588
		if ( _clippingEnabled ) {

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

				var useCache =
1589 1590
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1591 1592 1593 1594

				// 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
1595
				_clipping.setState(
1596 1597
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1598 1599 1600 1601 1602

			}

		}

1603
		if ( material.needsUpdate === false ) {
1604

1605
			if ( materialProperties.program === undefined ) {
1606

1607
				material.needsUpdate = true;
1608

1609
			} else if ( material.fog && materialProperties.fog !== fog ) {
1610

M
Mr.doob 已提交
1611
				material.needsUpdate = true;
1612

M
Mr.doob 已提交
1613 1614 1615 1616 1617 1618 1619
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1620

1621
				material.needsUpdate = true;
1622

1623
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1624
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1625
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1626 1627 1628

				material.needsUpdate = true;

1629
			}
1630 1631 1632 1633

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1634

1635
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1636 1637 1638 1639
			material.needsUpdate = false;

		}

1640
		var refreshProgram = false;
M
Mr.doob 已提交
1641
		var refreshMaterial = false;
1642
		var refreshLights = false;
M
Mr.doob 已提交
1643

1644
		var program = materialProperties.program,
1645
			p_uniforms = program.getUniforms(),
1646
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1647

1648
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1649

1650
			refreshProgram = true;
M
Mr.doob 已提交
1651
			refreshMaterial = true;
1652
			refreshLights = true;
M
Mr.doob 已提交
1653 1654 1655 1656 1657 1658

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1659

M
Mr.doob 已提交
1660 1661 1662 1663
			refreshMaterial = true;

		}

1664
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1665

M
Mr.doob 已提交
1666
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1667

G
gero3 已提交
1668
			if ( capabilities.logarithmicDepthBuffer ) {
1669

T
tschw 已提交
1670
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1671
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1672 1673 1674

			}

1675
			if ( _currentCamera !== camera ) {
1676

1677
				_currentCamera = camera;
1678 1679 1680 1681 1682 1683

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1684
				refreshLights = true;		// remains set until update done
1685 1686

			}
M
Mr.doob 已提交
1687

1688 1689 1690
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1691
			if ( material.isShaderMaterial ||
1692 1693 1694
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1695

T
tschw 已提交
1696 1697 1698
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1699

T
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1700
					uCamPos.setValue( _gl,
1701
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1702 1703 1704 1705 1706

				}

			}

1707
			if ( material.isMeshPhongMaterial ||
1708 1709 1710 1711
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1712
				material.skinning ) {
1713

T
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1714
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1715 1716 1717

			}

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1718 1719 1720 1721 1722 1723
		}

		// 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

1724
		if ( material.skinning ) {
M
Mr.doob 已提交
1725

T
tschw 已提交
1726 1727
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1728

T
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1729
			var skeleton = object.skeleton;
1730

T
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1731
			if ( skeleton ) {
1732

1733 1734
				var bones = skeleton.bones;

1735
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1736

1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747
					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
1748
						size = _Math.ceilPowerOfTwo( size );
1749 1750 1751 1752 1753 1754
						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 );
1755
						boneTexture.needsUpdate = true;
1756 1757 1758 1759 1760 1761 1762

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

					}

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1763 1764
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1765

T
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1766
				} else {
M
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1767

T
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1768
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1769 1770 1771 1772 1773 1774 1775 1776 1777

				}

			}

		}

		if ( refreshMaterial ) {

1778 1779 1780
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1781
			if ( material.lights ) {
M
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1782

1783
				// the current material requires lighting info
M
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1784

T
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1785 1786 1787 1788 1789 1790
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1791

T
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1792
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1793

T
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1794
			}
G
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1795

T
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1796
			// refresh uniforms common to several materials
G
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1797

T
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1798
			if ( fog && material.fog ) {
G
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1799

T
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1800
				refreshUniformsFog( m_uniforms, fog );
M
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1801 1802 1803

			}

1804
			if ( material.isMeshBasicMaterial ) {
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1805 1806 1807

				refreshUniformsCommon( m_uniforms, material );

1808
			} else if ( material.isMeshLambertMaterial ) {
M
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1809

1810 1811
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1812

1813
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1814

1815
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1816

1817
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1818

1819
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1820

1821
				} else {
1822

1823
					refreshUniformsPhong( m_uniforms, material );
1824

1825
				}
T
Takahiro 已提交
1826

1827
			} else if ( material.isMeshStandardMaterial ) {
T
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1828

1829
				refreshUniformsCommon( m_uniforms, material );
1830

1831
				if ( material.isMeshPhysicalMaterial ) {
1832

1833
					refreshUniformsPhysical( m_uniforms, material );
W
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1834

1835
				} else {
W
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1836

1837
					refreshUniformsStandard( m_uniforms, material );
W
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1838

1839
				}
W
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1840

W
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1841 1842 1843 1844 1845 1846
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1847
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1848

1849
				refreshUniformsCommon( m_uniforms, material );
W
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1850
				refreshUniformsDepth( m_uniforms, material );
1851

W
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1852
			} else if ( material.isMeshDistanceMaterial ) {
1853

1854
				refreshUniformsCommon( m_uniforms, material );
W
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1855
				refreshUniformsDistance( m_uniforms, material );
1856

1857
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1858

1859
				refreshUniformsCommon( m_uniforms, material );
1860
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1861

1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1876 1877 1878 1879
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1880 1881 1882 1883 1884
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1885 1886
			}

M
Mr.doob 已提交
1887 1888 1889
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1890 1891
			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
1892

1893
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1894 1895 1896

		}

1897 1898 1899 1900 1901 1902
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1903

1904 1905 1906 1907 1908 1909
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1910
		// common matrices
M
Mr.doob 已提交
1911

M
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1912 1913
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1914
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1915

T
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1916
		return program;
A
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1917 1918 1919

	}

M
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1920 1921
	// Uniforms (refresh uniforms objects)

M
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1922
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1923 1924 1925

		uniforms.opacity.value = material.opacity;

1926 1927 1928 1929 1930
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1931

1932
		if ( material.emissive ) {
M
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1933

1934
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1935 1936 1937

		}

1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963
		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
1964
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1965 1966 1967 1968

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

1969
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1970

1971
		}
M
Mr.doob 已提交
1972

1973 1974 1975 1976 1977 1978 1979
		if ( material.lightMap ) {

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

		}

1980
		if ( material.aoMap ) {
1981

1982 1983
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1984 1985 1986

		}

M
Mr.doob 已提交
1987
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
1988 1989 1990 1991 1992
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1993
		// 6. emissive map
M
Mr.doob 已提交
1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2005 2006 2007 2008
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2009 2010 2011 2012 2013 2014 2015 2016
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2017 2018 2019 2020 2021 2022 2023 2024
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2025 2026 2027 2028
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2029 2030 2031 2032
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2033 2034 2035 2036
		}

		if ( uvScaleMap !== undefined ) {

2037
			// backwards compatibility
2038
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2039 2040 2041 2042 2043

				uvScaleMap = uvScaleMap.texture;

			}

W
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2044
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2045

W
WestLangley 已提交
2046
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2047

W
WestLangley 已提交
2048
			}
2049

2050
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2051 2052 2053

		}

M
Mr.doob 已提交
2054
	}
M
Mr.doob 已提交
2055

M
Mr.doob 已提交
2056
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2057 2058 2059 2060

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

M
Mr.doob 已提交
2061
	}
M
Mr.doob 已提交
2062

M
Mr.doob 已提交
2063
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2064 2065 2066 2067 2068

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

M
Mr.doob 已提交
2069
	}
M
Mr.doob 已提交
2070

M
Mr.doob 已提交
2071
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2072

2073
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2074
		uniforms.opacity.value = material.opacity;
2075
		uniforms.size.value = material.size * _pixelRatio;
2076
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2077 2078 2079

		uniforms.map.value = material.map;

2080 2081
		if ( material.map !== null ) {

W
WestLangley 已提交
2082
			if ( material.map.matrixAutoUpdate === true ) {
2083

W
WestLangley 已提交
2084
				material.map.updateMatrix();
W
WestLangley 已提交
2085 2086

			}
2087

2088
			uniforms.uvTransform.value.copy( material.map.matrix );
2089 2090 2091

		}

2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112
	}

	function refreshUniformsSprites( uniforms, material ) {

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

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2113
	}
M
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2114

M
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2115
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2116 2117 2118

		uniforms.fogColor.value = fog.color;

2119
		if ( fog.isFog ) {
M
Mr.doob 已提交
2120 2121 2122 2123

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

2124
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2125 2126 2127 2128 2129

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2130
	}
M
Mr.doob 已提交
2131

M
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2132
	function refreshUniformsLambert( uniforms, material ) {
2133 2134 2135 2136 2137 2138 2139 2140 2141

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2142
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2143

2144
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2145
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2146

2147
		if ( material.emissiveMap ) {
2148

2149
			uniforms.emissiveMap.value = material.emissiveMap;
2150

2151
		}
M
Mr.doob 已提交
2152

2153 2154 2155 2156
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2157
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2158

2159
		}
M
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2160

2161 2162 2163 2164
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2165
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2166 2167

		}
M
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2168

2169 2170 2171 2172 2173
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2174

2175
		}
2176

T
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2177 2178 2179 2180 2181 2182
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2183
		if ( material.gradientMap ) {
T
Takahiro 已提交
2184

T
Takahiro 已提交
2185
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2186 2187 2188

		}

2189 2190
	}

M
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2191
	function refreshUniformsStandard( uniforms, material ) {
W
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2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217

		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;
2218
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2219 2220 2221 2222 2223 2224 2225

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2226
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246

		}

		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
2247
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2248

2249 2250 2251 2252
		refreshUniformsStandard( uniforms, material );

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

2253 2254 2255
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2256 2257
	}

W
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2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319
	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;

	}

2320 2321 2322 2323 2324 2325
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2326
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2327 2328 2329 2330 2331 2332 2333

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2334
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347

		}

		if ( material.displacementMap ) {

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

		}

	}

2348 2349
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2350
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2351

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2352
		uniforms.ambientLightColor.needsUpdate = value;
2353

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2354 2355 2356
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2357
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2358
		uniforms.hemisphereLights.needsUpdate = value;
2359

M
Mr.doob 已提交
2360
	}
2361

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2362 2363
	// Textures

T
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2364 2365 2366 2367 2368 2369
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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Mugen87 已提交
2370
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2371 2372 2373 2374 2375 2376 2377 2378 2379

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2380
	this.allocTextureUnit = allocTextureUnit;
T
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2381

2382
	// this.setTexture2D = setTexture2D;
M
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2383
	this.setTexture2D = ( function () {
T
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2384

2385
		var warned = false;
T
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2386

2387
		// backwards compatibility: peel texture.texture
W
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2388
		return function setTexture2D( texture, slot ) {
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tschw 已提交
2389

T
Takahiro 已提交
2390
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2391

2392
				if ( ! warned ) {
T
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2393

2394 2395
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2396

2397
				}
T
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2398

2399
				texture = texture.texture;
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2400

2401
			}
T
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2402

2403
			textures.setTexture2D( texture, slot );
T
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2404

2405
		};
T
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2406

2407
	}() );
T
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2408

A
artur.trzesiok 已提交
2409
	this.setTexture3D = ( function () {
A
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2410

A
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2411 2412
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
A
artur.trzesiok 已提交
2413

A
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2414 2415 2416 2417 2418
			textures.setTexture3D( texture, slot );

		};

	}() );
A
artur.trzesiok 已提交
2419

M
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2420
	this.setTexture = ( function () {
2421 2422 2423

		var warned = false;

W
WestLangley 已提交
2424
		return function setTexture( texture, slot ) {
2425 2426 2427 2428 2429 2430 2431 2432

			if ( ! warned ) {

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

			}

2433
			textures.setTexture2D( texture, slot );
2434 2435 2436 2437 2438

		};

	}() );

M
Mr.doob 已提交
2439
	this.setTextureCube = ( function () {
2440 2441 2442

		var warned = false;

W
WestLangley 已提交
2443
		return function setTextureCube( texture, slot ) {
2444 2445

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2446
			if ( texture && texture.isWebGLRenderTargetCube ) {
2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
Takahiro 已提交
2461
			if ( ( texture && texture.isCubeTexture ) ||
2462
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2463 2464 2465 2466

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2467
				textures.setTextureCube( texture, slot );
2468 2469 2470 2471 2472

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2473
				textures.setTextureCubeDynamic( texture, slot );
2474 2475 2476 2477 2478 2479

			}

		};

	}() );
T
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2480

2481 2482 2483 2484 2485 2486 2487 2488
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2489
	this.getRenderTarget = function () {
2490 2491 2492

		return _currentRenderTarget;

M
Michael Herzog 已提交
2493
	};
2494

2495
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2496

2497 2498
		_currentRenderTarget = renderTarget;

2499
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2500

2501
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2502 2503 2504

		}

2505
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2506
		var isCube = false;
M
Mr.doob 已提交
2507 2508 2509

		if ( renderTarget ) {

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

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

M
Mr.doob 已提交
2514
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2515
				isCube = true;
M
Mr.doob 已提交
2516

2517 2518 2519 2520
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2521 2522
			} else {

M
Mr.doob 已提交
2523
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2524 2525 2526

			}

M
Mr.doob 已提交
2527
			_currentViewport.copy( renderTarget.viewport );
2528 2529
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2530

M
Mr.doob 已提交
2531 2532
		} else {

M
Mr.doob 已提交
2533
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2534
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2535
			_currentScissorTest = _scissorTest;
2536

M
Mr.doob 已提交
2537 2538
		}

M
Mr.doob 已提交
2539
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2540 2541 2542 2543 2544 2545

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

		}

M
Mr.doob 已提交
2546
		state.viewport( _currentViewport );
2547 2548
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2549

M
Mr.doob 已提交
2550 2551 2552
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2553
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
Mr.doob 已提交
2554 2555 2556

		}

M
Mr.doob 已提交
2557 2558
	};

M
Mr.doob 已提交
2559
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2560

0
06wj 已提交
2561
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2562

2563
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2564
			return;
2565

G
gero3 已提交
2566
		}
2567

M
Mr.doob 已提交
2568
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2569

M
Mr.doob 已提交
2570
		if ( framebuffer ) {
2571

G
gero3 已提交
2572
			var restore = false;
2573

M
Mr.doob 已提交
2574
			if ( framebuffer !== _currentFramebuffer ) {
2575

M
Mr.doob 已提交
2576
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2577

G
gero3 已提交
2578
				restore = true;
2579

G
gero3 已提交
2580
			}
2581

M
Mr.doob 已提交
2582
			try {
2583

M
Mr.doob 已提交
2584
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2585 2586
				var textureFormat = texture.format;
				var textureType = texture.type;
2587

2588
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2589

M
Mr.doob 已提交
2590 2591
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2592

M
Mr.doob 已提交
2593
				}
2594

2595
				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
2596 2597
					! ( 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' ) ) ) ) {
2598

M
Mr.doob 已提交
2599 2600
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2601

M
Mr.doob 已提交
2602
				}
2603

M
Mr.doob 已提交
2604
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2605

2606 2607
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2608
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2609

2610
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2611 2612

					}
2613

M
Mr.doob 已提交
2614
				} else {
M
Mr.doob 已提交
2615

M
Mr.doob 已提交
2616 2617 2618
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2619

M
Mr.doob 已提交
2620
			} finally {
M
Mr.doob 已提交
2621

M
Mr.doob 已提交
2622 2623 2624
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2625

M
Mr.doob 已提交
2626 2627 2628
				}

			}
M
Mr.doob 已提交
2629 2630 2631

		}

M
Mr.doob 已提交
2632 2633
	};

2634
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2635 2636 2637

		var width = texture.image.width;
		var height = texture.image.height;
2638
		var glFormat = utils.convert( texture.format );
2639 2640 2641

		this.setTexture2D( texture, 0 );

2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

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

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

		this.setTexture2D( dstTexture, 0 );

2655 2656 2657 2658 2659 2660 2661 2662 2663
		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 );

		}
2664 2665 2666

	};

M
Mr.doob 已提交
2667
}
R
Rich Harris 已提交
2668

T
Tristan VALCKE 已提交
2669

2670
export { WebGLRenderer };