WebGLRenderer.js 60.0 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? 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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622
	}
623 624


625
	function releaseMaterialProgramReference( material ) {
626

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

		material.program = undefined;

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

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

M
Mr.doob 已提交
635 636
		}

637
	}
M
Mr.doob 已提交
638 639 640

	// Buffer rendering

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

		object.render( function ( object ) {

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

		} );

	}

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

653
		state.initAttributes();
654

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

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

662
		var programAttributes = program.getAttributes();
663

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

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

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

		}

		if ( object.hasNormals ) {

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

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

		}

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

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

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

		}

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

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

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

		}

704
		state.disableUnusedAttributes();
705

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

		object.count = 0;

	};

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

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

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

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

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

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

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

		}

733
		if ( object.morphTargetInfluences ) {
734

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

			updateBuffers = true;

		}

741 742
		//

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

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

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

		}

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

757
		if ( index !== null ) {
758

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

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

764
		}
M
Mr.doob 已提交
765

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

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

770
			if ( index !== null ) {
771

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

			}

776
		}
777

778 779
		//

780
		var dataCount = Infinity;
781

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

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

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

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

M
Mr.doob 已提交
790
		}
791

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

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

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

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

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

M
Mr.doob 已提交
805
		//
806

807
		if ( object.isMesh ) {
808

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

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

814
			} else {
M
Mr.doob 已提交
815 816

				switch ( object.drawMode ) {
817

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

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

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

				}
831

832
			}
833

834

835
		} else if ( object.isLine ) {
836

837
			var lineWidth = material.linewidth;
838

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

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

843
			if ( object.isLineSegments ) {
844

845
				renderer.setMode( _gl.LINES );
846

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

				renderer.setMode( _gl.LINE_LOOP );

851
			} else {
852

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

			}
M
Mr.doob 已提交
856

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

			renderer.setMode( _gl.POINTS );
860

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

			renderer.setMode( _gl.TRIANGLES );

865
		}
866

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
873
			}
874 875 876

		} else {

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

M
Mr.doob 已提交
879 880 881 882
		}

	};

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

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

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

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

M
Mr.doob 已提交
892 893 894
			}

		}
B
Ben Adams 已提交
895

896 897
		state.initAttributes();

898
		var geometryAttributes = geometry.attributes;
899

900
		var programAttributes = program.getAttributes();
901

902
		var materialDefaultAttributeValues = material.defaultAttributeValues;
903

904
		for ( var name in programAttributes ) {
905

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

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

910
				var geometryAttribute = geometryAttributes[ name ];
911

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

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

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

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

					if ( attribute === undefined ) continue;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1007

1008
		state.disableUnusedAttributes();
1009

M
Mr.doob 已提交
1010 1011
	}

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

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

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

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

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

1023
				currentRenderState.pushLight( object );
1024 1025 1026

				if ( object.castShadow ) {

1027
					currentRenderState.pushShadow( object );
1028 1029

				}
M
Mr.doob 已提交
1030

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

		} );

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

		scene.traverse( function ( object ) {

			if ( object.material ) {

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

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

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

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

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

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

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

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

		} );
G
gero3 已提交
1058 1059

	};
1060

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

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

1065
	function onAnimationFrame( time ) {
1066

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

1070
	}
1071

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

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

1077
	this.setAnimationLoop = function ( callback ) {
1078

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

1082 1083
		animation.start();

1084 1085
	};

M
Mr.doob 已提交
1086 1087
	// Rendering

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

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

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

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

		}

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

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

		}
1105

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

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

		}

1113 1114
		if ( _isContextLost ) return;

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

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

		// update scene graph

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

		// update camera matrices and frustum

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

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

			camera = vr.getCamera( camera );

		}

1137 1138
		//

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

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

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

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

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

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

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

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

1159 1160
		}

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

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

1165
		var shadowsArray = currentRenderState.state.shadowsArray;
1166

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

1169
		currentRenderState.setupLights( camera );
1170

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

M
Mr.doob 已提交
1173 1174
		//

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

1177
		if ( renderTarget !== undefined ) {
1178

1179
			this.setRenderTarget( renderTarget );
1180 1181 1182

		}

M
Mr.doob 已提交
1183 1184
		//

1185
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1186

1187
		// render scene
M
Mr.doob 已提交
1188

1189 1190 1191
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1192 1193
		if ( scene.overrideMaterial ) {

1194
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1195

M
Mr.doob 已提交
1196 1197
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1198

M
Mr.doob 已提交
1199 1200
		} else {

1201 1202
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1203
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1204 1205 1206

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

M
Mr.doob 已提交
1207
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1208

1209
		}
M
Mr.doob 已提交
1210

1211
		//
M
Mr.doob 已提交
1212

1213 1214 1215 1216
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1217
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1218

1219 1220
			// Generate mipmap if we're using any kind of mipmap filtering

1221
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1222

M
Mugen87 已提交
1223
			// resolve multisample renderbuffers to a single-sample texture if necessary
1224

1225
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1226

M
Mr.doob 已提交
1227 1228
		}

1229
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1230

1231 1232 1233
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1234

1235
		state.setPolygonOffset( false );
1236

M
Mr.doob 已提交
1237
		if ( vr.enabled ) {
1238

1239
			vr.submitFrame();
1240

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

M
Mr.doob 已提交
1243 1244
		// _gl.finish();

1245
		currentRenderList = null;
1246
		currentRenderState = null;
1247

M
Mr.doob 已提交
1248
	};
M
Mr.doob 已提交
1249

1250
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1251

1252
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1253

1254
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1255

1256
		if ( visible ) {
1257

1258 1259 1260 1261
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1262 1263 1264 1265
			} else if ( object.isLOD ) {

				if ( object.autoUpdate ) object.update( camera );

1266
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1267

1268
				currentRenderState.pushLight( object );
1269 1270 1271

				if ( object.castShadow ) {

1272
					currentRenderState.pushShadow( object );
1273 1274

				}
M
Mr.doob 已提交
1275

1276
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1277

1278
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1279

1280 1281 1282 1283 1284 1285 1286 1287 1288 1289
					if ( sortObjects ) {

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

					}

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

1290 1291 1292 1293 1294
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1295

1296
				}
M
Mr.doob 已提交
1297

1298
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1299

1300
				if ( sortObjects ) {
M
Mr.doob 已提交
1301

1302 1303
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1304

1305
				}
M
Mr.doob 已提交
1306

1307
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1308

1309
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1310

1311
				if ( object.isSkinnedMesh ) {
1312

1313
					object.skeleton.update();
1314

1315
				}
1316

1317
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1318

1319 1320 1321 1322 1323 1324
					if ( sortObjects ) {

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

					}
1325

1326 1327
					var geometry = objects.update( object );
					var material = object.material;
1328

1329
					if ( Array.isArray( material ) ) {
1330

1331
						var groups = geometry.groups;
1332

1333
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1334

1335 1336
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1337

1338
							if ( groupMaterial && groupMaterial.visible ) {
1339

1340
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1341 1342

							}
M
Mr.doob 已提交
1343

M
Mr.doob 已提交
1344
						}
M
Mr.doob 已提交
1345

1346
					} else if ( material.visible ) {
1347

1348
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1349

1350
					}
M
Mr.doob 已提交
1351

1352
				}
M
Mr.doob 已提交
1353

1354
			}
M
Mr.doob 已提交
1355

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

M
Mr.doob 已提交
1358
		var children = object.children;
M
Mr.doob 已提交
1359

M
Mr.doob 已提交
1360 1361
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1362
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1363

1364
		}
1365

1366
	}
M
Mr.doob 已提交
1367

1368
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1369

M
Mr.doob 已提交
1370
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1371

1372
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1373

1374
			var object = renderItem.object;
M
Mr.doob 已提交
1375 1376 1377
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1378

M
Mr.doob 已提交
1379
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1380

1381 1382
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1383
				var cameras = camera.cameras;
M
Mr.doob 已提交
1384

M
Mr.doob 已提交
1385
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1386

M
Mr.doob 已提交
1387
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1388

1389
					if ( object.layers.test( camera2.layers ) ) {
1390

1391
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1392

1393 1394
						currentRenderState.setupLights( camera2 );

1395 1396 1397
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1398

M
Mr.doob 已提交
1399
				}
1400

M
Mr.doob 已提交
1401
			} else {
M
Mr.doob 已提交
1402

1403 1404
				_currentArrayCamera = null;

M
Mr.doob 已提交
1405
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1406

M
Mr.doob 已提交
1407
			}
M
Mr.doob 已提交
1408

1409
		}
M
Mr.doob 已提交
1410

1411
	}
G
gero3 已提交
1412

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

M
Mugen87 已提交
1415
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1416
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1417

M
Mr.doob 已提交
1418 1419 1420 1421 1422
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1423
			state.setMaterial( material );
M
Mr.doob 已提交
1424 1425 1426

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

M
Mr.doob 已提交
1427 1428
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1429
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1430

M
Mr.doob 已提交
1431
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1432 1433 1434

		} else {

M
Mugen87 已提交
1435
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1436 1437 1438

		}

M
Mr.doob 已提交
1439
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1440
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1441

M
Mr.doob 已提交
1442 1443
	}

1444
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1445

1446
		var materialProperties = properties.get( material );
G
gero3 已提交
1447

1448 1449
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1450

A
aardgoose 已提交
1451
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1452

T
tschw 已提交
1453
		var parameters = programCache.getParameters(
1454
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1455

G
gero3 已提交
1456
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1457

1458
		var program = materialProperties.program;
T
tschw 已提交
1459
		var programChange = true;
1460

1461
		if ( program === undefined ) {
B
Ben Adams 已提交
1462

M
Mr.doob 已提交
1463 1464
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1465

1466
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1467

M
Mr.doob 已提交
1468
			// changed glsl or parameters
1469
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1470

A
aardgoose 已提交
1471
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1472

A
aardgoose 已提交
1473
			materialProperties.lightsStateVersion = lightsStateVersion;
1474 1475 1476

			programChange = false;

G
gero3 已提交
1477
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1478

T
tschw 已提交
1479
			// same glsl and uniform list
T
tschw 已提交
1480 1481
			return;

T
tschw 已提交
1482
		} else {
B
Ben Adams 已提交
1483

T
tschw 已提交
1484 1485
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1486 1487 1488

		}

1489
		if ( programChange ) {
B
Ben Adams 已提交
1490

1491
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1492

R
Rich Harris 已提交
1493
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1494

1495
				materialProperties.shader = {
1496
					name: material.type,
M
Mr.doob 已提交
1497
					uniforms: cloneUniforms( shader.uniforms ),
1498
					vertexShader: shader.vertexShader,
1499
					fragmentShader: shader.fragmentShader
1500
				};
B
Ben Adams 已提交
1501

1502
			} else {
B
Ben Adams 已提交
1503

1504
				materialProperties.shader = {
1505 1506 1507
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1508
					fragmentShader: material.fragmentShader
1509
				};
G
gero3 已提交
1510

1511
			}
G
gero3 已提交
1512

1513
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1514

1515
			// Computing code again as onBeforeCompile may have changed the shaders
1516 1517
			code = programCache.getProgramCode( material, parameters );

1518
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1519

1520 1521
			materialProperties.program = program;
			material.program = program;
1522 1523 1524

		}

1525
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1526 1527 1528 1529 1530

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1531
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1532

1533
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1547
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1548

1549
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1550 1551 1552 1553 1554 1555 1556 1557 1558

					material.numSupportedMorphNormals ++;

				}

			}

		}

1559
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1560

1561
		if ( ! material.isShaderMaterial &&
1562 1563
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1564

T
tschw 已提交
1565
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1566
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1567
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1568 1569 1570

		}

1571
		materialProperties.fog = fog;
1572

1573
		// store the light setup it was created for
1574

A
aardgoose 已提交
1575
		materialProperties.lightsStateVersion = lightsStateVersion;
1576

M
Mr.doob 已提交
1577
		if ( material.lights ) {
1578 1579 1580

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

1581
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1582
			uniforms.lightProbe.value = lights.state.probe;
1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594
			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;
1595
			// TODO (abelnation): add area lights shadow info to uniforms
1596

1597 1598
		}

T
tschw 已提交
1599 1600
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1601
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1602

T
tschw 已提交
1603
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1604

M
Mr.doob 已提交
1605
	}
M
Mr.doob 已提交
1606

1607
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1608

1609
		textures.resetTextureUnits();
M
Mr.doob 已提交
1610

1611
		var materialProperties = properties.get( material );
1612
		var lights = currentRenderState.state.lights;
1613

T
tschw 已提交
1614 1615 1616 1617 1618
		if ( _clippingEnabled ) {

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

				var useCache =
1619 1620
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1621 1622 1623 1624

				// 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
1625
				_clipping.setState(
1626 1627
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1628 1629 1630 1631 1632

			}

		}

1633
		if ( material.needsUpdate === false ) {
1634

1635
			if ( materialProperties.program === undefined ) {
1636

1637
				material.needsUpdate = true;
1638

1639
			} else if ( material.fog && materialProperties.fog !== fog ) {
1640

M
Mr.doob 已提交
1641
				material.needsUpdate = true;
1642

A
aardgoose 已提交
1643
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1644

1645
				material.needsUpdate = true;
1646

1647
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1648
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1649
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1650 1651 1652

				material.needsUpdate = true;

1653
			}
1654 1655 1656 1657

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1658

1659
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1660 1661 1662 1663
			material.needsUpdate = false;

		}

1664
		var refreshProgram = false;
M
Mr.doob 已提交
1665
		var refreshMaterial = false;
1666
		var refreshLights = false;
M
Mr.doob 已提交
1667

1668
		var program = materialProperties.program,
1669
			p_uniforms = program.getUniforms(),
1670
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1671

1672
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1673

1674
			refreshProgram = true;
M
Mr.doob 已提交
1675
			refreshMaterial = true;
1676
			refreshLights = true;
M
Mr.doob 已提交
1677 1678 1679 1680 1681 1682

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1683

M
Mr.doob 已提交
1684 1685 1686 1687
			refreshMaterial = true;

		}

1688
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1689

M
Mr.doob 已提交
1690
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1691

G
gero3 已提交
1692
			if ( capabilities.logarithmicDepthBuffer ) {
1693

T
tschw 已提交
1694
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1695
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1696 1697 1698

			}

1699
			if ( _currentCamera !== camera ) {
1700

1701
				_currentCamera = camera;
1702 1703 1704 1705 1706 1707

				// 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
1708
				refreshLights = true;		// remains set until update done
1709 1710

			}
M
Mr.doob 已提交
1711

1712 1713 1714
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1715
			if ( material.isShaderMaterial ||
1716 1717 1718
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1719

T
tschw 已提交
1720 1721 1722
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1723

T
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1724
					uCamPos.setValue( _gl,
1725
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1726 1727 1728 1729 1730

				}

			}

1731
			if ( material.isMeshPhongMaterial ||
1732 1733 1734 1735
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1736
				material.skinning ) {
1737

T
tschw 已提交
1738
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1739 1740 1741

			}

M
Mr.doob 已提交
1742 1743 1744 1745 1746 1747
		}

		// 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

1748
		if ( material.skinning ) {
M
Mr.doob 已提交
1749

T
tschw 已提交
1750 1751
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1752

T
tschw 已提交
1753
			var skeleton = object.skeleton;
1754

T
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1755
			if ( skeleton ) {
1756

1757 1758
				var bones = skeleton.bones;

1759
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1760

1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771
					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
1772
						size = _Math.ceilPowerOfTwo( size );
1773 1774 1775 1776 1777 1778
						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 );
1779
						boneTexture.needsUpdate = true;
1780 1781 1782 1783 1784 1785 1786

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

					}

1787
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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Mr.doob 已提交
1788
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1789

T
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1790
				} else {
M
Mr.doob 已提交
1791

T
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1792
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1793 1794 1795 1796 1797 1798 1799 1800 1801

				}

			}

		}

		if ( refreshMaterial ) {

1802 1803 1804
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1805
			if ( material.lights ) {
M
Mr.doob 已提交
1806

1807
				// the current material requires lighting info
M
Mr.doob 已提交
1808

T
tschw 已提交
1809 1810 1811 1812 1813 1814
				// 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
1815

T
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1816
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1817

T
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1818
			}
G
gero3 已提交
1819

T
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1820
			// refresh uniforms common to several materials
G
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1821

T
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1822
			if ( fog && material.fog ) {
G
gero3 已提交
1823

T
tschw 已提交
1824
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1825 1826 1827

			}

1828
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1829 1830 1831

				refreshUniformsCommon( m_uniforms, material );

1832
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1833

1834 1835
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1836

1837
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1838

1839
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1840

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

1843
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1844

1845
				} else {
1846

1847
					refreshUniformsPhong( m_uniforms, material );
1848

1849
				}
T
Takahiro 已提交
1850

1851
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1852

1853
				refreshUniformsCommon( m_uniforms, material );
1854

1855
				if ( material.isMeshPhysicalMaterial ) {
1856

1857
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1858

1859
				} else {
W
WestLangley 已提交
1860

1861
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1862

1863
				}
W
WestLangley 已提交
1864

W
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1865 1866 1867 1868 1869 1870
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1871
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1872

1873
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1874
				refreshUniformsDepth( m_uniforms, material );
1875

W
WestLangley 已提交
1876
			} else if ( material.isMeshDistanceMaterial ) {
1877

1878
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1879
				refreshUniformsDistance( m_uniforms, material );
1880

1881
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1882

1883
				refreshUniformsCommon( m_uniforms, material );
1884
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1885

1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1900 1901 1902 1903
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1904 1905
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1906
				m_uniforms.color.value.copy( material.color );
1907 1908
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1909 1910
			}

M
Mr.doob 已提交
1911 1912 1913
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1914 1915
			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
1916

1917
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
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1918 1919 1920

		}

1921 1922
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1923
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1924 1925 1926
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1927

1928 1929 1930 1931 1932 1933
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1934
		// common matrices
M
Mr.doob 已提交
1935

M
Mr.doob 已提交
1936 1937
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1938
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1939

T
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1940
		return program;
A
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1941 1942 1943

	}

M
Mr.doob 已提交
1944 1945
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1946
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1947 1948 1949

		uniforms.opacity.value = material.opacity;

1950 1951
		if ( material.color ) {

T
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1952
			uniforms.diffuse.value.copy( material.color );
1953 1954

		}
M
Mr.doob 已提交
1955

1956
		if ( material.emissive ) {
M
Mr.doob 已提交
1957

1958
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1959 1960 1961

		}

1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987
		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
1988
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1989 1990 1991 1992

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

1993
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1994

1995
		}
M
Mr.doob 已提交
1996

1997 1998 1999 2000 2001 2002 2003
		if ( material.lightMap ) {

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

		}

2004
		if ( material.aoMap ) {
2005

2006 2007
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2008 2009 2010

		}

M
Mr.doob 已提交
2011
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2012 2013 2014 2015 2016
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2017
		// 6. emissive map
M
Mr.doob 已提交
2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2033 2034 2035 2036 2037 2038 2039 2040
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2041 2042 2043 2044 2045 2046 2047 2048
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2049 2050 2051 2052
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2053 2054 2055 2056
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2057 2058 2059 2060
		}

		if ( uvScaleMap !== undefined ) {

2061
			// backwards compatibility
2062
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2063 2064 2065 2066 2067

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2068
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2069

W
WestLangley 已提交
2070
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2071

W
WestLangley 已提交
2072
			}
2073

2074
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2075 2076 2077

		}

M
Mr.doob 已提交
2078
	}
M
Mr.doob 已提交
2079

M
Mr.doob 已提交
2080
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2081

T
Takahiro 已提交
2082
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2083 2084
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2085
	}
M
Mr.doob 已提交
2086

M
Mr.doob 已提交
2087
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2088 2089 2090 2091 2092

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

M
Mr.doob 已提交
2093
	}
M
Mr.doob 已提交
2094

M
Mr.doob 已提交
2095
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2096

T
Takahiro 已提交
2097
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2098
		uniforms.opacity.value = material.opacity;
2099
		uniforms.size.value = material.size * _pixelRatio;
2100
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2101 2102 2103

		uniforms.map.value = material.map;

2104 2105
		if ( material.map !== null ) {

W
WestLangley 已提交
2106
			if ( material.map.matrixAutoUpdate === true ) {
2107

W
WestLangley 已提交
2108
				material.map.updateMatrix();
W
WestLangley 已提交
2109 2110

			}
2111

2112
			uniforms.uvTransform.value.copy( material.map.matrix );
2113 2114 2115

		}

2116 2117 2118 2119
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2120
		uniforms.diffuse.value.copy( material.color );
2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136
		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
2137
	}
M
Mr.doob 已提交
2138

M
Mr.doob 已提交
2139
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2140

T
Takahiro 已提交
2141
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2142

2143
		if ( fog.isFog ) {
M
Mr.doob 已提交
2144 2145 2146 2147

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

2148
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2149 2150 2151 2152 2153

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2154
	}
M
Mr.doob 已提交
2155

M
Mr.doob 已提交
2156
	function refreshUniformsLambert( uniforms, material ) {
2157 2158 2159 2160 2161 2162 2163 2164 2165

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2166
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2167

T
Takahiro 已提交
2168
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2169
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2170

2171
		if ( material.emissiveMap ) {
2172

2173
			uniforms.emissiveMap.value = material.emissiveMap;
2174

2175
		}
M
Mr.doob 已提交
2176

2177 2178 2179 2180
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2181
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2182

2183
		}
M
Mr.doob 已提交
2184

2185 2186 2187 2188
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2189
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2190 2191

		}
M
Mr.doob 已提交
2192

2193 2194 2195 2196 2197
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2198

2199
		}
2200

T
Takahiro 已提交
2201 2202 2203 2204 2205 2206
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2207
		if ( material.gradientMap ) {
T
Takahiro 已提交
2208

T
Takahiro 已提交
2209
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2210 2211 2212

		}

2213 2214
	}

M
Mr.doob 已提交
2215
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241

		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;
2242
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2243 2244 2245 2246 2247 2248 2249

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2250
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270

		}

		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
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2271
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2272

2273 2274 2275 2276
		refreshUniformsStandard( uniforms, material );

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

2277 2278 2279
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2280 2281
	}

W
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2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315
	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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2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343
	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;

	}

2344 2345 2346 2347 2348 2349
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2350
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2351 2352 2353 2354 2355 2356 2357

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2358
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371

		}

		if ( material.displacementMap ) {

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

		}

	}

2372 2373
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2374
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2375

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2376
		uniforms.ambientLightColor.needsUpdate = value;
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2377
		uniforms.lightProbe.needsUpdate = value;
2378

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2379 2380 2381
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2382
		uniforms.rectAreaLights.needsUpdate = value;
B
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2383
		uniforms.hemisphereLights.needsUpdate = value;
2384

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2385
	}
2386

2387 2388 2389
	//
	this.setFramebuffer = function ( value ) {

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2390
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2391

2392 2393 2394 2395
		_framebuffer = value;

	};

2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

	this.getActiveMipMapLevel = function () {

		return _currentActiveMipmapLevel;

	};

2408
	this.getRenderTarget = function () {
2409 2410 2411

		return _currentRenderTarget;

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Michael Herzog 已提交
2412
	};
2413

2414
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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Mr.doob 已提交
2415

2416
		_currentRenderTarget = renderTarget;
2417 2418
		_currentActiveCubeFace = activeCubeFace;
		_currentActiveMipmapLevel = activeMipMapLevel;
2419

2420
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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Mr.doob 已提交
2421

2422
			textures.setupRenderTarget( renderTarget );
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2423 2424 2425

		}

2426
		var framebuffer = _framebuffer;
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2427
		var isCube = false;
M
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2428 2429 2430

		if ( renderTarget ) {

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2431
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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Fordy 已提交
2432

M
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2433
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
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2434

2435
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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2436
				isCube = true;
M
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2437

2438 2439 2440 2441
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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2442 2443
			} else {

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2444
				framebuffer = __webglFramebuffer;
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2445 2446 2447

			}

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Mr.doob 已提交
2448
			_currentViewport.copy( renderTarget.viewport );
2449 2450
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2451

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Mr.doob 已提交
2452 2453
		} else {

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Mr.doob 已提交
2454
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2455
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2456
			_currentScissorTest = _scissorTest;
2457

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Mr.doob 已提交
2458 2459
		}

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2460
		if ( _currentFramebuffer !== framebuffer ) {
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2461 2462 2463 2464 2465 2466

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

		}

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2467
		state.viewport( _currentViewport );
2468 2469
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2470

M
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2471 2472 2473
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2474
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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2475 2476 2477

		}

M
Mr.doob 已提交
2478 2479
	};

2480
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2481

0
06wj 已提交
2482
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2483

2484
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2485
			return;
2486

G
gero3 已提交
2487
		}
2488

M
Mr.doob 已提交
2489
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2490

2491
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2492 2493 2494 2495 2496

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2497
		if ( framebuffer ) {
2498

G
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2499
			var restore = false;
2500

M
Mr.doob 已提交
2501
			if ( framebuffer !== _currentFramebuffer ) {
2502

M
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2503
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2504

G
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2505
				restore = true;
2506

G
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2507
			}
2508

M
Mr.doob 已提交
2509
			try {
2510

M
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2511
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2512 2513
				var textureFormat = texture.format;
				var textureType = texture.type;
2514

2515
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2516

M
Mr.doob 已提交
2517 2518
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2519

M
Mr.doob 已提交
2520
				}
2521

2522
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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Takahiro 已提交
2523 2524
					! ( 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' ) ) ) ) {
2525

M
Mr.doob 已提交
2526 2527
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2528

M
Mr.doob 已提交
2529
				}
2530

M
Mr.doob 已提交
2531
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2532

2533 2534
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2535
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2536

2537
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2538 2539

					}
2540

M
Mr.doob 已提交
2541
				} else {
M
Mr.doob 已提交
2542

M
Mr.doob 已提交
2543 2544 2545
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2546

M
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2547
			} finally {
M
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2548

M
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2549 2550 2551
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
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2552

M
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2553 2554 2555
				}

			}
M
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2556 2557 2558

		}

M
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2559 2560
	};

2561
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2562 2563 2564

		var width = texture.image.width;
		var height = texture.image.height;
2565
		var glFormat = utils.convert( texture.format );
2566

2567
		textures.setTexture2D( texture, 0 );
2568

2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579
		_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 );

2580
		textures.setTexture2D( dstTexture, 0 );
2581

2582 2583 2584 2585 2586 2587 2588 2589 2590
		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 );

		}
2591 2592 2593

	};

M
Mr.doob 已提交
2594
	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
R
Rich Harris 已提交
2595

M
Mugen87 已提交
2596 2597
		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2598
	}
R
Rich Harris 已提交
2599

M
Mr.doob 已提交
2600
}
T
Tristan VALCKE 已提交
2601

2602
export { WebGLRenderer };