WebGLRenderer.js 60.7 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

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	/**
	 * Enables error checking and reporting when shader programs are being compiled
	 * @type {boolean}
	 */
	this.programCheckEnabled = true;

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	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

M
Mr.doob 已提交
632 633
		}

634
	}
M
Mr.doob 已提交
635 636 637

	// Buffer rendering

M
Mr.doob 已提交
638
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
639 640 641

		object.render( function ( object ) {

M
Mr.doob 已提交
642
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
643 644 645 646 647

		} );

	}

M
Mugen87 已提交
648
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
649

650
		state.initAttributes();
651

652
		var buffers = properties.get( object );
653

654 655 656 657
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
658

659
		var programAttributes = program.getAttributes();
660

M
Mr.doob 已提交
661 662
		if ( object.hasPositions ) {

663
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
664
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
665

666 667
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
668 669 670 671 672

		}

		if ( object.hasNormals ) {

673
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
674
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
675

676 677
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
678 679 680

		}

681
		if ( object.hasUvs ) {
M
Mr.doob 已提交
682

683
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
684
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
685

686
			state.enableAttribute( programAttributes.uv );
687
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
688 689 690

		}

691
		if ( object.hasColors ) {
M
Mr.doob 已提交
692

693
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
694
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
695

696 697
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
698 699 700

		}

701
		state.disableUnusedAttributes();
702

M
Mr.doob 已提交
703 704 705 706 707 708
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

709
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
710

711
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
712 713

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
714

M
Mr.doob 已提交
715
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
716

M
Mr.doob 已提交
717
		var updateBuffers = false;
M
Mr.doob 已提交
718

719 720 721
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
722

M
Mr.doob 已提交
723 724
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
725
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
726 727 728 729
			updateBuffers = true;

		}

730
		if ( object.morphTargetInfluences ) {
731

732
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
733 734 735 736 737

			updateBuffers = true;

		}

738 739
		//

740
		var index = geometry.index;
741
		var position = geometry.attributes.position;
742
		var rangeFactor = 1;
743

744 745
		if ( material.wireframe === true ) {

746
			index = geometries.getWireframeAttribute( geometry );
747
			rangeFactor = 2;
748 749 750

		}

M
Mr.doob 已提交
751
		var attribute;
M
Mr.doob 已提交
752
		var renderer = bufferRenderer;
753

754
		if ( index !== null ) {
755

M
Mr.doob 已提交
756
			attribute = attributes.get( index );
757

758
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
759
			renderer.setIndex( attribute );
760

761
		}
M
Mr.doob 已提交
762

763
		if ( updateBuffers ) {
M
Mr.doob 已提交
764

765
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
766

767
			if ( index !== null ) {
768

M
Mr.doob 已提交
769
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
770 771 772

			}

773
		}
774

775 776
		//

777
		var dataCount = Infinity;
778

M
Mr.doob 已提交
779
		if ( index !== null ) {
780

M
Mr.doob 已提交
781
			dataCount = index.count;
782

M
Mr.doob 已提交
783
		} else if ( position !== undefined ) {
784

M
Mr.doob 已提交
785
			dataCount = position.count;
786

M
Mr.doob 已提交
787
		}
788

M
Mr.doob 已提交
789 790
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
791

M
Mr.doob 已提交
792 793
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
794

M
Mr.doob 已提交
795
		var drawStart = Math.max( rangeStart, groupStart );
796
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
797 798 799

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

800 801
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
802
		//
803

804
		if ( object.isMesh ) {
805

806
			if ( material.wireframe === true ) {
807

808
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
809
				renderer.setMode( _gl.LINES );
810

811
			} else {
M
Mr.doob 已提交
812 813

				switch ( object.drawMode ) {
814

R
Rich Harris 已提交
815
					case TrianglesDrawMode:
B
Ben Adams 已提交
816 817 818
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
819
					case TriangleStripDrawMode:
B
Ben Adams 已提交
820 821 822
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
823
					case TriangleFanDrawMode:
B
Ben Adams 已提交
824 825 826 827
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
828

829
			}
830

831

832
		} else if ( object.isLine ) {
833

834
			var lineWidth = material.linewidth;
835

836
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
837

838
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
839

840
			if ( object.isLineSegments ) {
841

842
				renderer.setMode( _gl.LINES );
843

844 845 846 847
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

848
			} else {
849

850
				renderer.setMode( _gl.LINE_STRIP );
851 852

			}
M
Mr.doob 已提交
853

854
		} else if ( object.isPoints ) {
855 856

			renderer.setMode( _gl.POINTS );
857

858 859 860 861
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

862
		}
863

T
Takahiro 已提交
864
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
865 866 867

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
870
			}
871 872 873

		} else {

M
Mr.doob 已提交
874
			renderer.render( drawStart, drawCount );
875

M
Mr.doob 已提交
876 877 878 879
		}

	};

880
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
881

A
Alex Goldring 已提交
882
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
883

884
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
885

886
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
887
				return;
B
Ben Adams 已提交
888

M
Mr.doob 已提交
889 890 891
			}

		}
B
Ben Adams 已提交
892

893 894
		state.initAttributes();

895
		var geometryAttributes = geometry.attributes;
896

897
		var programAttributes = program.getAttributes();
898

899
		var materialDefaultAttributeValues = material.defaultAttributeValues;
900

901
		for ( var name in programAttributes ) {
902

903
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
904

M
Mr.doob 已提交
905
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
906

907
				var geometryAttribute = geometryAttributes[ name ];
908

M
Mr.doob 已提交
909
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
910

911
					var normalized = geometryAttribute.normalized;
912
					var size = geometryAttribute.itemSize;
913

M
Mr.doob 已提交
914
					var attribute = attributes.get( geometryAttribute );
915

916 917 918 919
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
920 921 922
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
923

A
aardgoose 已提交
924
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
925

M
Mr.doob 已提交
926 927 928 929
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
930
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
931

932
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
933

M
Mr.doob 已提交
934
							if ( geometry.maxInstancedCount === undefined ) {
935

D
dubejf 已提交
936
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
937

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

M
Mr.doob 已提交
940
						} else {
B
Ben Adams 已提交
941

M
Mr.doob 已提交
942
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
						}
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
947
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
948

M
Mr.doob 已提交
949
					} else {
B
Ben Adams 已提交
950

A
aardgoose 已提交
951
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
952

953
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
954

M
Mr.doob 已提交
955
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
956

D
dubejf 已提交
957
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959
							}
B
Ben Adams 已提交
960

M
Mr.doob 已提交
961 962 963 964
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
965
						}
B
Ben Adams 已提交
966

M
Mr.doob 已提交
967
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
968
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
969

B
Ben Adams 已提交
970
					}
M
Mr.doob 已提交
971

972 973
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
974
					var value = materialDefaultAttributeValues[ name ];
975

976
					if ( value !== undefined ) {
M
Mr.doob 已提交
977

978
						switch ( value.length ) {
M
Mr.doob 已提交
979

980 981 982
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
983

984 985 986
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
987

988 989 990
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
991

992 993
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
994 995

						}
M
Mr.doob 已提交
996 997 998 999 1000 1001 1002 1003

					}

				}

			}

		}
1004

1005
		state.disableUnusedAttributes();
1006

M
Mr.doob 已提交
1007 1008
	}

M
Mr.doob 已提交
1009
	// Compile
M
Mr.doob 已提交
1010

M
Mr.doob 已提交
1011
	this.compile = function ( scene, camera ) {
1012

M
Mr.doob 已提交
1013
		currentRenderState = renderStates.get( scene, camera );
1014
		currentRenderState.init();
1015

M
Mr.doob 已提交
1016
		scene.traverse( function ( object ) {
G
gero3 已提交
1017 1018

			if ( object.isLight ) {
M
Mr.doob 已提交
1019

1020
				currentRenderState.pushLight( object );
1021 1022 1023

				if ( object.castShadow ) {

1024
					currentRenderState.pushShadow( object );
1025 1026

				}
M
Mr.doob 已提交
1027

G
gero3 已提交
1028
			}
M
Mr.doob 已提交
1029 1030 1031

		} );

1032
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1033 1034 1035 1036 1037

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1038
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1039

G
gero3 已提交
1040
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1041 1042 1043

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

G
gero3 已提交
1044
					}
M
Mr.doob 已提交
1045

G
gero3 已提交
1046
				} else {
M
Mr.doob 已提交
1047 1048 1049

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

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

G
gero3 已提交
1052
			}
M
Mr.doob 已提交
1053 1054

		} );
G
gero3 已提交
1055 1056

	};
1057

1058
	// Animation Loop
M
Mr.doob 已提交
1059

M
Mr.doob 已提交
1060
	var onAnimationFrameCallback = null;
1061

1062
	function onAnimationFrame( time ) {
1063

M
Mr.doob 已提交
1064
		if ( vr.isPresenting() ) return;
1065
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1066

1067
	}
1068

M
Mr.doob 已提交
1069 1070
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1071 1072

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1073

1074
	this.setAnimationLoop = function ( callback ) {
1075

M
Mr.doob 已提交
1076 1077
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1078

1079 1080
		animation.start();

1081 1082
	};

M
Mr.doob 已提交
1083 1084
	// Rendering

1085 1086
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1087
		var renderTarget, forceClear;
1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101

		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 ];

		}
1102

0
06wj 已提交
1103
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1104

1105
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1106 1107 1108 1109
			return;

		}

1110 1111
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1112 1113
		// reset caching for this frame

M
Mr.doob 已提交
1114 1115
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1116
		_currentGeometryProgram.wireframe = false;
1117
		_currentMaterialId = - 1;
1118
		_currentCamera = null;
M
Mr.doob 已提交
1119 1120 1121

		// update scene graph

1122
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1123 1124 1125

		// update camera matrices and frustum

1126
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1127

1128 1129 1130 1131 1132 1133
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1134 1135
		//

1136 1137
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1138

M
Marc-Sefan Cassola 已提交
1139
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1140

M
Mr.doob 已提交
1141 1142 1143
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1144
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1145
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1146

1147 1148 1149
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1150
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1151

M
Mr.doob 已提交
1152
		if ( _this.sortObjects === true ) {
1153

1154
			currentRenderList.sort();
M
Mr.doob 已提交
1155

1156 1157
		}

M
Mr.doob 已提交
1158
		//
M
Mr.doob 已提交
1159

T
tschw 已提交
1160
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1161

1162
		var shadowsArray = currentRenderState.state.shadowsArray;
1163

1164
		shadowMap.render( shadowsArray, scene, camera );
1165

1166
		currentRenderState.setupLights( camera );
1167

T
tschw 已提交
1168
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1169

M
Mr.doob 已提交
1170 1171
		//

A
Atrahasis 已提交
1172
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1173

1174
		if ( renderTarget !== undefined ) {
1175

1176
			this.setRenderTarget( renderTarget );
1177 1178 1179

		}

M
Mr.doob 已提交
1180 1181
		//

1182
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1183

1184
		// render scene
M
Mr.doob 已提交
1185

1186 1187 1188
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1189 1190
		if ( scene.overrideMaterial ) {

1191
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1192

M
Mr.doob 已提交
1193 1194
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1195

M
Mr.doob 已提交
1196 1197
		} else {

1198 1199
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1200
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1201 1202 1203

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

M
Mr.doob 已提交
1204
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1205

1206
		}
M
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1207

1208
		//
M
Mr.doob 已提交
1209

1210 1211 1212 1213
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1214
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1215

1216 1217
			// Generate mipmap if we're using any kind of mipmap filtering

1218
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1219

M
Mugen87 已提交
1220
			// resolve multisample renderbuffers to a single-sample texture if necessary
1221

1222
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1223

M
Mr.doob 已提交
1224 1225
		}

1226
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1227

1228 1229 1230
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1231

1232
		state.setPolygonOffset( false );
1233

M
Mr.doob 已提交
1234
		if ( vr.enabled ) {
1235

1236
			vr.submitFrame();
1237

M
Mr.doob 已提交
1238
		}
M
Mr.doob 已提交
1239

M
Mr.doob 已提交
1240 1241
		// _gl.finish();

1242
		currentRenderList = null;
1243
		currentRenderState = null;
1244

M
Mr.doob 已提交
1245
	};
M
Mr.doob 已提交
1246

1247
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1248

1249
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1250

1251
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1252

1253
		if ( visible ) {
1254

1255 1256 1257 1258 1259
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1260

1261
				currentRenderState.pushLight( object );
1262 1263 1264

				if ( object.castShadow ) {

1265
					currentRenderState.pushShadow( object );
1266 1267

				}
M
Mr.doob 已提交
1268

1269
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1270

1271
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1272

1273 1274 1275 1276 1277 1278 1279 1280 1281 1282
					if ( sortObjects ) {

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

					}

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

1283 1284 1285 1286 1287
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1288

1289
				}
M
Mr.doob 已提交
1290

1291
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1292

1293
				if ( sortObjects ) {
M
Mr.doob 已提交
1294

1295 1296
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1297

1298
				}
M
Mr.doob 已提交
1299

1300
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1301

1302
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1303

1304
				if ( object.isSkinnedMesh ) {
1305

1306
					object.skeleton.update();
1307

1308
				}
1309

1310
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1311

1312 1313 1314 1315 1316 1317
					if ( sortObjects ) {

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

					}
1318

1319 1320
					var geometry = objects.update( object );
					var material = object.material;
1321

1322
					if ( Array.isArray( material ) ) {
1323

1324
						var groups = geometry.groups;
1325

1326
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1327

1328 1329
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1330

1331
							if ( groupMaterial && groupMaterial.visible ) {
1332

1333
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1334 1335

							}
M
Mr.doob 已提交
1336

M
Mr.doob 已提交
1337
						}
M
Mr.doob 已提交
1338

1339
					} else if ( material.visible ) {
1340

1341
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1342

1343
					}
M
Mr.doob 已提交
1344

1345
				}
M
Mr.doob 已提交
1346

1347
			}
M
Mr.doob 已提交
1348

M
Mr.doob 已提交
1349
		}
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351
		var children = object.children;
M
Mr.doob 已提交
1352

M
Mr.doob 已提交
1353 1354
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1355
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1356

1357
		}
1358

1359
	}
M
Mr.doob 已提交
1360

1361
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1362

M
Mr.doob 已提交
1363
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1364

1365
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1366

1367
			var object = renderItem.object;
M
Mr.doob 已提交
1368 1369 1370
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1373

1374 1375
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1376
				var cameras = camera.cameras;
M
Mr.doob 已提交
1377

M
Mr.doob 已提交
1378
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1381

1382
					if ( object.layers.test( camera2.layers ) ) {
1383

M
Mr.doob 已提交
1384 1385 1386 1387 1388 1389 1390
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1391

M
Mr.doob 已提交
1392 1393 1394 1395
							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
1396

M
Mr.doob 已提交
1397 1398 1399
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1400

1401 1402
						currentRenderState.setupLights( camera2 );

1403 1404 1405
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1406

M
Mr.doob 已提交
1407
				}
1408

M
Mr.doob 已提交
1409
			} else {
M
Mr.doob 已提交
1410

1411 1412
				_currentArrayCamera = null;

M
Mr.doob 已提交
1413
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1414

M
Mr.doob 已提交
1415
			}
M
Mr.doob 已提交
1416

1417
		}
M
Mr.doob 已提交
1418

1419
	}
G
gero3 已提交
1420

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

M
Mugen87 已提交
1423
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1424
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1425

M
Mr.doob 已提交
1426 1427 1428 1429 1430
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1431
			state.setMaterial( material );
M
Mr.doob 已提交
1432 1433 1434

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

M
Mr.doob 已提交
1435 1436
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1437
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1438

M
Mr.doob 已提交
1439
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1440 1441 1442

		} else {

M
Mugen87 已提交
1443
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1444 1445 1446

		}

M
Mr.doob 已提交
1447
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1448
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1449

M
Mr.doob 已提交
1450 1451
	}

1452
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1453

1454
		var materialProperties = properties.get( material );
G
gero3 已提交
1455

1456 1457
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1458

M
Mr.doob 已提交
1459 1460 1461
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1462
		var parameters = programCache.getParameters(
1463
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1464

G
gero3 已提交
1465
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1466

1467
		var program = materialProperties.program;
T
tschw 已提交
1468
		var programChange = true;
1469

1470
		if ( program === undefined ) {
B
Ben Adams 已提交
1471

M
Mr.doob 已提交
1472 1473
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1474

1475
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1476

M
Mr.doob 已提交
1477
			// changed glsl or parameters
1478
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1479

M
Mr.doob 已提交
1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494
		} 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;
1495 1496 1497

			programChange = false;

G
gero3 已提交
1498
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1499

T
tschw 已提交
1500
			// same glsl and uniform list
T
tschw 已提交
1501 1502
			return;

T
tschw 已提交
1503
		} else {
B
Ben Adams 已提交
1504

T
tschw 已提交
1505 1506
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1507 1508 1509

		}

1510
		if ( programChange ) {
B
Ben Adams 已提交
1511

1512
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1513

R
Rich Harris 已提交
1514
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1515

1516
				materialProperties.shader = {
1517
					name: material.type,
M
Mr.doob 已提交
1518
					uniforms: cloneUniforms( shader.uniforms ),
1519
					vertexShader: shader.vertexShader,
1520
					fragmentShader: shader.fragmentShader
1521
				};
B
Ben Adams 已提交
1522

1523
			} else {
B
Ben Adams 已提交
1524

1525
				materialProperties.shader = {
1526 1527 1528
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1529
					fragmentShader: material.fragmentShader
1530
				};
G
gero3 已提交
1531

1532
			}
G
gero3 已提交
1533

1534
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1535

1536
			// Computing code again as onBeforeCompile may have changed the shaders
1537 1538
			code = programCache.getProgramCode( material, parameters );

1539
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1540

1541 1542
			materialProperties.program = program;
			material.program = program;
1543 1544 1545

		}

1546
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1547 1548 1549 1550 1551

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1552
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1553

1554
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1568
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1569

1570
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1571 1572 1573 1574 1575 1576 1577 1578 1579

					material.numSupportedMorphNormals ++;

				}

			}

		}

1580
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1581

1582
		if ( ! material.isShaderMaterial &&
1583 1584
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1585

T
tschw 已提交
1586
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1587
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1588
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1589 1590 1591

		}

1592
		materialProperties.fog = fog;
1593

1594
		// store the light setup it was created for
M
Mr.doob 已提交
1595
		if ( lightsHash === undefined ) {
1596

M
Mr.doob 已提交
1597
			materialProperties.lightsHash = lightsHash = {};
1598 1599 1600

		}

M
Mr.doob 已提交
1601 1602 1603 1604 1605 1606 1607
		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;
1608

M
Mr.doob 已提交
1609
		if ( material.lights ) {
1610 1611 1612

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

1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625
			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;
1626
			// TODO (abelnation): add area lights shadow info to uniforms
1627

1628 1629
		}

T
tschw 已提交
1630 1631
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1632
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1633

T
tschw 已提交
1634
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1635

M
Mr.doob 已提交
1636
	}
M
Mr.doob 已提交
1637

1638
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1639

1640
		textures.resetTextureUnits();
M
Mr.doob 已提交
1641

1642
		var materialProperties = properties.get( material );
1643
		var lights = currentRenderState.state.lights;
1644

M
Mr.doob 已提交
1645 1646 1647
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1648 1649 1650 1651 1652
		if ( _clippingEnabled ) {

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

				var useCache =
1653 1654
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1655 1656 1657 1658

				// 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
1659
				_clipping.setState(
1660 1661
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1662 1663 1664 1665 1666

			}

		}

1667
		if ( material.needsUpdate === false ) {
1668

1669
			if ( materialProperties.program === undefined ) {
1670

1671
				material.needsUpdate = true;
1672

1673
			} else if ( material.fog && materialProperties.fog !== fog ) {
1674

M
Mr.doob 已提交
1675
				material.needsUpdate = true;
1676

M
Mr.doob 已提交
1677 1678 1679 1680 1681 1682 1683
			} 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 ) ) {
1684

1685
				material.needsUpdate = true;
1686

1687
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1688
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1689
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1690 1691 1692

				material.needsUpdate = true;

1693
			}
1694 1695 1696 1697

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1698

1699
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1700 1701 1702 1703
			material.needsUpdate = false;

		}

1704
		var refreshProgram = false;
M
Mr.doob 已提交
1705
		var refreshMaterial = false;
1706
		var refreshLights = false;
M
Mr.doob 已提交
1707

1708
		var program = materialProperties.program,
1709
			p_uniforms = program.getUniforms(),
1710
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1711

1712
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1713

1714
			refreshProgram = true;
M
Mr.doob 已提交
1715
			refreshMaterial = true;
1716
			refreshLights = true;
M
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1717 1718 1719 1720 1721 1722

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1723

M
Mr.doob 已提交
1724 1725 1726 1727
			refreshMaterial = true;

		}

1728
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1729

M
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1730
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1731

G
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1732
			if ( capabilities.logarithmicDepthBuffer ) {
1733

T
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1734
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1735
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1736 1737 1738

			}

1739
			if ( _currentCamera !== camera ) {
1740

1741
				_currentCamera = camera;
1742 1743 1744 1745 1746 1747

				// 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
1748
				refreshLights = true;		// remains set until update done
1749 1750

			}
M
Mr.doob 已提交
1751

1752 1753 1754
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1755
			if ( material.isShaderMaterial ||
1756 1757 1758
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1759

T
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1760 1761 1762
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1763

T
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1764
					uCamPos.setValue( _gl,
1765
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1766 1767 1768 1769 1770

				}

			}

1771
			if ( material.isMeshPhongMaterial ||
1772 1773 1774 1775
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1776
				material.skinning ) {
1777

T
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1778
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1779 1780 1781

			}

M
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1782 1783 1784 1785 1786 1787
		}

		// 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

1788
		if ( material.skinning ) {
M
Mr.doob 已提交
1789

T
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1790 1791
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1792

T
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1793
			var skeleton = object.skeleton;
1794

T
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1795
			if ( skeleton ) {
1796

1797 1798
				var bones = skeleton.bones;

1799
				if ( capabilities.floatVertexTextures ) {
M
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1800

1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811
					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
1812
						size = _Math.ceilPowerOfTwo( size );
1813 1814 1815 1816 1817 1818
						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 );
1819
						boneTexture.needsUpdate = true;
1820 1821 1822 1823 1824 1825 1826

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

					}

1827
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1828
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1829

T
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1830
				} else {
M
Mr.doob 已提交
1831

T
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1832
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1833 1834 1835 1836 1837 1838 1839 1840 1841

				}

			}

		}

		if ( refreshMaterial ) {

1842 1843 1844
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1845
			if ( material.lights ) {
M
Mr.doob 已提交
1846

1847
				// the current material requires lighting info
M
Mr.doob 已提交
1848

T
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1849 1850 1851 1852 1853 1854
				// 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
1855

T
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1856
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1857

T
tschw 已提交
1858
			}
G
gero3 已提交
1859

T
tschw 已提交
1860
			// refresh uniforms common to several materials
G
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1861

T
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1862
			if ( fog && material.fog ) {
G
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1863

T
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1864
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1865 1866 1867

			}

1868
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1869 1870 1871

				refreshUniformsCommon( m_uniforms, material );

1872
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1873

1874 1875
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1876

1877
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1878

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

1881
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1882

1883
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1884

1885
				} else {
1886

1887
					refreshUniformsPhong( m_uniforms, material );
1888

1889
				}
T
Takahiro 已提交
1890

1891
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1892

1893
				refreshUniformsCommon( m_uniforms, material );
1894

1895
				if ( material.isMeshPhysicalMaterial ) {
1896

1897
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1898

1899
				} else {
W
WestLangley 已提交
1900

1901
					refreshUniformsStandard( m_uniforms, material );
W
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1902

1903
				}
W
WestLangley 已提交
1904

W
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1905 1906 1907 1908 1909 1910
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1911
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1912

1913
				refreshUniformsCommon( m_uniforms, material );
W
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1914
				refreshUniformsDepth( m_uniforms, material );
1915

W
WestLangley 已提交
1916
			} else if ( material.isMeshDistanceMaterial ) {
1917

1918
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1919
				refreshUniformsDistance( m_uniforms, material );
1920

1921
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1922

1923
				refreshUniformsCommon( m_uniforms, material );
1924
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1925

1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

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

				refreshUniformsSprites( m_uniforms, material );

1944 1945 1946 1947 1948
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1949 1950
			}

M
Mr.doob 已提交
1951 1952 1953
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1954 1955
			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
1956

1957
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1958 1959 1960

		}

1961 1962
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1963
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1964 1965 1966
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1967

1968 1969 1970 1971 1972 1973
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1974
		// common matrices
M
Mr.doob 已提交
1975

M
Mr.doob 已提交
1976 1977
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1978
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1979

T
tschw 已提交
1980
		return program;
A
arose 已提交
1981 1982 1983

	}

M
Mr.doob 已提交
1984 1985
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1986
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1987 1988 1989

		uniforms.opacity.value = material.opacity;

1990 1991 1992 1993 1994
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1995

1996
		if ( material.emissive ) {
M
Mr.doob 已提交
1997

1998
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1999 2000 2001

		}

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027
		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
2028
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2029 2030 2031 2032

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

2033
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2034

2035
		}
M
Mr.doob 已提交
2036

2037 2038 2039 2040 2041 2042 2043
		if ( material.lightMap ) {

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

		}

2044
		if ( material.aoMap ) {
2045

2046 2047
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2048 2049 2050

		}

M
Mr.doob 已提交
2051
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2052 2053 2054 2055 2056
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2057
		// 6. emissive map
M
Mr.doob 已提交
2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2069 2070 2071 2072
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2073 2074 2075 2076 2077 2078 2079 2080
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2081 2082 2083 2084 2085 2086 2087 2088
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

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

			uvScaleMap = material.alphaMap;

2093 2094 2095 2096
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2097 2098 2099 2100
		}

		if ( uvScaleMap !== undefined ) {

2101
			// backwards compatibility
2102
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2103 2104 2105 2106 2107

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2108
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2109

W
WestLangley 已提交
2110
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2111

W
WestLangley 已提交
2112
			}
2113

2114
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2115 2116 2117

		}

M
Mr.doob 已提交
2118
	}
M
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2119

M
Mr.doob 已提交
2120
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2121 2122 2123 2124

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

M
Mr.doob 已提交
2125
	}
M
Mr.doob 已提交
2126

M
Mr.doob 已提交
2127
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2128 2129 2130 2131 2132

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

M
Mr.doob 已提交
2133
	}
M
Mr.doob 已提交
2134

M
Mr.doob 已提交
2135
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2136

2137
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2138
		uniforms.opacity.value = material.opacity;
2139
		uniforms.size.value = material.size * _pixelRatio;
2140
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2141 2142 2143

		uniforms.map.value = material.map;

2144 2145
		if ( material.map !== null ) {

W
WestLangley 已提交
2146
			if ( material.map.matrixAutoUpdate === true ) {
2147

W
WestLangley 已提交
2148
				material.map.updateMatrix();
W
WestLangley 已提交
2149 2150

			}
2151

2152
			uniforms.uvTransform.value.copy( material.map.matrix );
2153 2154 2155

		}

2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176
	}

	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
2177
	}
M
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2178

M
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2179
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2180 2181 2182

		uniforms.fogColor.value = fog.color;

2183
		if ( fog.isFog ) {
M
Mr.doob 已提交
2184 2185 2186 2187

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

2188
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2189 2190 2191 2192 2193

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2194
	}
M
Mr.doob 已提交
2195

M
Mr.doob 已提交
2196
	function refreshUniformsLambert( uniforms, material ) {
2197 2198 2199 2200 2201 2202 2203 2204 2205

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2206
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2207

2208
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2209
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2210

2211
		if ( material.emissiveMap ) {
2212

2213
			uniforms.emissiveMap.value = material.emissiveMap;
2214

2215
		}
M
Mr.doob 已提交
2216

2217 2218 2219 2220
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2221
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2222

2223
		}
M
Mr.doob 已提交
2224

2225 2226 2227 2228
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2229
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2230 2231

		}
M
Mr.doob 已提交
2232

2233 2234 2235 2236 2237
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2238

2239
		}
2240

T
Takahiro 已提交
2241 2242 2243 2244 2245 2246
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2247
		if ( material.gradientMap ) {
T
Takahiro 已提交
2248

T
Takahiro 已提交
2249
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2250 2251 2252

		}

2253 2254
	}

M
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2255
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281

		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;
2282
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2283 2284 2285 2286 2287 2288 2289

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2290
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310

		}

		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
2311
	function refreshUniformsPhysical( uniforms, material ) {
W
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2313 2314 2315 2316
		refreshUniformsStandard( uniforms, material );

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

2317 2318 2319
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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	}

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2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355
	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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	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;

	}

2384 2385 2386 2387 2388 2389
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2390
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2391 2392 2393 2394 2395 2396 2397

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2398
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411

		}

		if ( material.displacementMap ) {

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

		}

	}

2412 2413
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2415

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		uniforms.ambientLightColor.needsUpdate = value;
2417

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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2421
		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
2423

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	}
2425

2426 2427 2428 2429 2430 2431 2432 2433
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2434
	this.getRenderTarget = function () {
2435 2436 2437

		return _currentRenderTarget;

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	};
2439

2440
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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2441

2442 2443
		_currentRenderTarget = renderTarget;

2444
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2445

2446
			textures.setupRenderTarget( renderTarget );
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2447 2448 2449

		}

2450
		var framebuffer = _framebuffer;
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2451
		var isCube = false;
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2452 2453 2454

		if ( renderTarget ) {

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2455
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2457
			if ( renderTarget.isWebGLRenderTargetCube ) {
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2458

2459
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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				isCube = true;
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2462 2463 2464 2465
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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				framebuffer = __webglFramebuffer;
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2469 2470 2471

			}

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2472
			_currentViewport.copy( renderTarget.viewport );
2473 2474
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2475

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		} else {

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2478
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2479
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2480
			_currentScissorTest = _scissorTest;
2481

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		}

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2484
		if ( _currentFramebuffer !== framebuffer ) {
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2485 2486 2487 2488 2489 2490

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

		}

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		state.viewport( _currentViewport );
2492 2493
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2494

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		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2498
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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		}

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	};

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	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2505

0
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2506
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2507

2508
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
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2509
			return;
2510

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2511
		}
2512

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2513
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2514

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2515
		if ( framebuffer ) {
2516

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2517
			var restore = false;
2518

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2519
			if ( framebuffer !== _currentFramebuffer ) {
2520

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2521
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2522

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2523
				restore = true;
2524

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2525
			}
2526

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2527
			try {
2528

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2529
				var texture = renderTarget.texture;
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2530 2531
				var textureFormat = texture.format;
				var textureType = texture.type;
2532

2533
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2534

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2535 2536
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2537

M
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2538
				}
2539

2540
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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					! ( 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' ) ) ) ) {
2543

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Mr.doob 已提交
2544 2545
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2546

M
Mr.doob 已提交
2547
				}
2548

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2549
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2550

2551 2552
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2553
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2554

2555
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2556 2557

					}
2558

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2559
				} else {
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2560

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2561 2562 2563
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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2564

M
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2565
			} finally {
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2566

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2567 2568 2569
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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2570

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2571 2572 2573
				}

			}
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2574 2575 2576

		}

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2577 2578
	};

2579
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2580 2581 2582

		var width = texture.image.width;
		var height = texture.image.height;
2583
		var glFormat = utils.convert( texture.format );
2584

2585
		textures.setTexture2D( texture, 0 );
2586

2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597
		_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 );

2598
		textures.setTexture2D( dstTexture, 0 );
2599

2600 2601 2602 2603 2604 2605 2606 2607 2608
		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 );

		}
2609 2610 2611

	};

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}
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2613

2614
export { WebGLRenderer };