WebGLRenderer.js 58.5 KB
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import { REVISION, RGBAFormat, HalfFloatType, FloatType, UnsignedByteType, FrontFaceDirectionCW, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants.js';
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import { _Math } from '../math/Math.js';
import { Matrix4 } from '../math/Matrix4.js';
import { DataTexture } from '../textures/DataTexture.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
import { UniformsLib } from './shaders/UniformsLib.js';
import { UniformsUtils } from './shaders/UniformsUtils.js';
import { ShaderLib } from './shaders/ShaderLib.js';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
import { WebGLGeometries } from './webgl/WebGLGeometries.js';
import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
import { WebGLState } from './webgl/WebGLState.js';
import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebVRManager } from './webvr/WebVRManager.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
import { Vector3 } from '../math/Vector3.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { Frustum } from '../math/Frustum.js';
import { Vector4 } from '../math/Vector4.js';
import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3(),
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		// info
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		_infoMemory = {
			geometries: 0,
			textures: 0
		},

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		_infoRender = {
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			frame: 0,
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: _infoMemory,
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		programs: null,
		autoReset: true,
		reset: resetInfo
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	};
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	function resetInfo() {
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		_infoRender.frame ++;
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;

	}

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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state;
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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 spriteRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
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		extensions.get( 'OES_element_index_uint' );
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		extensions.get( 'ANGLE_instanced_arrays' );
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		utils = new WebGLUtils( _gl, extensions );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory, _infoRender );
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		attributes = new WebGLAttributes( _gl );
		geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
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		objects = new WebGLObjects( geometries, _infoRender );
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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, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		_this.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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	}
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	initGLContext();
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	// vr
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	var vr = new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		var device = vr.getDevice();

		if ( device && device.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

	this.clearTarget = function ( renderTarget, color, depth, stencil ) {

		this.setRenderTarget( renderTarget );
		this.clear( color, depth, stencil );

	};

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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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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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	this.renderBufferImmediate = function ( object, program, material ) {

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
621 622 623 624 625

		}

		if ( object.hasNormals ) {

626
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
627

628
			if ( ! material.isMeshPhongMaterial &&
629
				! material.isMeshStandardMaterial &&
630
				! material.isMeshNormalMaterial &&
631
				material.flatShading === true ) {
M
Mr.doob 已提交
632

633
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
634

635
					var array = object.normalArray;
M
Mr.doob 已提交
636

637 638 639
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
640

641 642 643
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
644

645 646 647
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
648

649 650 651
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
652 653 654 655 656 657

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
658

659
			state.enableAttribute( programAttributes.normal );
660

661
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
662 663 664 665 666

		}

		if ( object.hasUvs && material.map ) {

667
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
668
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
669

670
			state.enableAttribute( programAttributes.uv );
671

672
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
673 674 675

		}

R
Rich Harris 已提交
676
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
677

678
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
679
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
680

681
			state.enableAttribute( programAttributes.color );
682

683
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
684 685 686

		}

687
		state.disableUnusedAttributes();
688

M
Mr.doob 已提交
689 690 691 692 693 694
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

695
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
696

697 698 699
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
700

M
Mr.doob 已提交
701
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
702
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
703

M
Mr.doob 已提交
704
		var updateBuffers = false;
M
Mr.doob 已提交
705 706 707 708 709 710 711 712

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

713
		if ( object.morphTargetInfluences ) {
714

715
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
716 717 718 719 720

			updateBuffers = true;

		}

721 722
		//

723
		var index = geometry.index;
724
		var position = geometry.attributes.position;
725
		var rangeFactor = 1;
726

727 728
		if ( material.wireframe === true ) {

729
			index = geometries.getWireframeAttribute( geometry );
730
			rangeFactor = 2;
731 732 733

		}

M
Mr.doob 已提交
734
		var attribute;
M
Mr.doob 已提交
735
		var renderer = bufferRenderer;
736

737
		if ( index !== null ) {
738

M
Mr.doob 已提交
739
			attribute = attributes.get( index );
740

741
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
742
			renderer.setIndex( attribute );
743

744
		}
M
Mr.doob 已提交
745

746
		if ( updateBuffers ) {
M
Mr.doob 已提交
747

748
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
749

750
			if ( index !== null ) {
751

M
Mr.doob 已提交
752
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
753 754 755

			}

756
		}
757

758 759
		//

760
		var dataCount = Infinity;
761

M
Mr.doob 已提交
762
		if ( index !== null ) {
763

M
Mr.doob 已提交
764
			dataCount = index.count;
765

M
Mr.doob 已提交
766
		} else if ( position !== undefined ) {
767

M
Mr.doob 已提交
768
			dataCount = position.count;
769

M
Mr.doob 已提交
770
		}
771

M
Mr.doob 已提交
772 773
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
774

M
Mr.doob 已提交
775 776
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
777

M
Mr.doob 已提交
778 779
		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
780 781 782

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

783 784
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
785
		//
786

787
		if ( object.isMesh ) {
788

789
			if ( material.wireframe === true ) {
790

791
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
792
				renderer.setMode( _gl.LINES );
793

794
			} else {
M
Mr.doob 已提交
795 796

				switch ( object.drawMode ) {
797

R
Rich Harris 已提交
798
					case TrianglesDrawMode:
B
Ben Adams 已提交
799 800 801
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
802
					case TriangleStripDrawMode:
B
Ben Adams 已提交
803 804 805
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
806
					case TriangleFanDrawMode:
B
Ben Adams 已提交
807 808 809 810
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
811

812
			}
813

814

815
		} else if ( object.isLine ) {
816

817
			var lineWidth = material.linewidth;
818

819
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
820

821
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
822

823
			if ( object.isLineSegments ) {
824

825
				renderer.setMode( _gl.LINES );
826

827 828 829 830
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

831
			} else {
832

833
				renderer.setMode( _gl.LINE_STRIP );
834 835

			}
M
Mr.doob 已提交
836

837
		} else if ( object.isPoints ) {
838 839

			renderer.setMode( _gl.POINTS );
840 841

		}
842

T
Takahiro 已提交
843
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
844 845 846

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
847
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
848

J
jfranc 已提交
849
			}
850 851 852

		} else {

M
Mr.doob 已提交
853
			renderer.render( drawStart, drawCount );
854

M
Mr.doob 已提交
855 856 857 858
		}

	};

859
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
860

T
Takahiro 已提交
861
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
862

863
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
864

865
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
866
				return;
B
Ben Adams 已提交
867

M
Mr.doob 已提交
868 869 870
			}

		}
B
Ben Adams 已提交
871

872 873
		if ( startIndex === undefined ) startIndex = 0;

874 875
		state.initAttributes();

876
		var geometryAttributes = geometry.attributes;
877

878
		var programAttributes = program.getAttributes();
879

880
		var materialDefaultAttributeValues = material.defaultAttributeValues;
881

882
		for ( var name in programAttributes ) {
883

884
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
885

M
Mr.doob 已提交
886
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
887

888
				var geometryAttribute = geometryAttributes[ name ];
889

M
Mr.doob 已提交
890
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
891

892
					var normalized = geometryAttribute.normalized;
893
					var size = geometryAttribute.itemSize;
894

M
Mr.doob 已提交
895
					var attribute = attributes.get( geometryAttribute );
896

897 898 899 900
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
901 902 903
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
904

A
aardgoose 已提交
905
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
906

M
Mr.doob 已提交
907 908 909 910
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
911
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
912

913
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
914

M
Mr.doob 已提交
915
							if ( geometry.maxInstancedCount === undefined ) {
916

D
dubejf 已提交
917
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
918

M
Mr.doob 已提交
919
							}
B
Ben Adams 已提交
920

M
Mr.doob 已提交
921
						} else {
B
Ben Adams 已提交
922

M
Mr.doob 已提交
923
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
924

M
Mr.doob 已提交
925
						}
B
Ben Adams 已提交
926

M
Mr.doob 已提交
927
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
928
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
929

M
Mr.doob 已提交
930
					} else {
B
Ben Adams 已提交
931

A
aardgoose 已提交
932
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
933

934
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
937

D
dubejf 已提交
938
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
939

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

M
Mr.doob 已提交
942 943 944 945
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
948
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
949
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
950

B
Ben Adams 已提交
951
					}
M
Mr.doob 已提交
952

953 954
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
955
					var value = materialDefaultAttributeValues[ name ];
956

957
					if ( value !== undefined ) {
M
Mr.doob 已提交
958

959
						switch ( value.length ) {
M
Mr.doob 已提交
960

961 962 963
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
964

965 966 967
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
968

969 970 971
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
972

973 974
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
975 976

						}
M
Mr.doob 已提交
977 978 979 980 981 982 983 984

					}

				}

			}

		}
985

986
		state.disableUnusedAttributes();
987

M
Mr.doob 已提交
988 989
	}

M
Mr.doob 已提交
990
	// Compile
M
Mr.doob 已提交
991

M
Mr.doob 已提交
992
	this.compile = function ( scene, camera ) {
993

994
		currentRenderState.init();
995

M
Mr.doob 已提交
996
		scene.traverse( function ( object ) {
G
gero3 已提交
997 998

			if ( object.isLight ) {
M
Mr.doob 已提交
999

1000
				currentRenderState.pushLight( object );
1001 1002 1003

				if ( object.castShadow ) {

1004
					currentRenderState.pushShadow( object );
1005 1006

				}
M
Mr.doob 已提交
1007

G
gero3 已提交
1008
			}
M
Mr.doob 已提交
1009 1010 1011

		} );

1012
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1013 1014 1015 1016 1017

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1018
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1019

G
gero3 已提交
1020
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1021 1022 1023

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

G
gero3 已提交
1024
					}
M
Mr.doob 已提交
1025

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

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

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

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

		} );
G
gero3 已提交
1035 1036

	};
1037

1038
	// Animation Loop
M
Mr.doob 已提交
1039

1040 1041
	var isAnimating = false;
	var onAnimationFrame = null;
1042

1043
	function start() {
1044

1045
		if ( isAnimating ) return;
1046 1047

		var device = vr.getDevice();
M
Mugen87 已提交
1048

1049
		if ( device && device.isPresenting ) {
1050 1051 1052 1053 1054 1055 1056 1057

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1058

1059
		isAnimating = true;
1060

1061
	}
1062

1063
	function loop( time ) {
1064

1065
		if ( onAnimationFrame !== null ) onAnimationFrame( time );
1066 1067

		var device = vr.getDevice();
M
Mugen87 已提交
1068

1069
		if ( device && device.isPresenting ) {
1070 1071 1072 1073 1074 1075 1076 1077

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1078

1079 1080 1081
	}

	this.animate = function ( callback ) {
1082

1083 1084
		onAnimationFrame = callback;
		start();
1085 1086 1087

	};

M
Mr.doob 已提交
1088 1089 1090
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1091

0
06wj 已提交
1092
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1093

1094
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1095 1096 1097 1098
			return;

		}

1099 1100
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1101 1102
		// reset caching for this frame

1103
		_currentGeometryProgram = '';
1104
		_currentMaterialId = - 1;
1105
		_currentCamera = null;
M
Mr.doob 已提交
1106 1107 1108

		// update scene graph

1109
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1110 1111 1112

		// update camera matrices and frustum

1113
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1114

1115 1116 1117 1118 1119 1120
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1121 1122
		//

1123 1124
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1125

1126 1127
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1128 1129 1130
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1131
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1132
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1133

1134 1135 1136
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1137
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1138

M
Mr.doob 已提交
1139
		if ( _this.sortObjects === true ) {
1140

1141
			currentRenderList.sort();
M
Mr.doob 已提交
1142

1143 1144
		}

M
Mr.doob 已提交
1145
		//
M
Mr.doob 已提交
1146

T
tschw 已提交
1147
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1148

1149
		var shadowsArray = currentRenderState.state.shadowsArray;
1150

1151
		shadowMap.render( shadowsArray, scene, camera );
1152

1153
		currentRenderState.setupLights( camera );
1154

T
tschw 已提交
1155
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1156

M
Mr.doob 已提交
1157 1158
		//

A
Atrahasis 已提交
1159
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1160

1161 1162 1163 1164 1165 1166
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1167 1168
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1169 1170
		//

1171
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1172

1173
		// render scene
M
Mr.doob 已提交
1174

1175 1176 1177
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1178 1179
		if ( scene.overrideMaterial ) {

1180
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1181

M
Mr.doob 已提交
1182 1183
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1184

M
Mr.doob 已提交
1185 1186 1187 1188
		} else {

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

M
Mr.doob 已提交
1189
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1190 1191 1192

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

M
Mr.doob 已提交
1193
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1194 1195 1196

		}

1197
		// custom renderers
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1198

1199
		var spritesArray = currentRenderState.state.spritesArray;
1200

1201
		spriteRenderer.render( spritesArray, scene, camera );
M
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1202 1203 1204

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

M
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1205 1206
		if ( renderTarget ) {

1207
			textures.updateRenderTargetMipmap( renderTarget );
M
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1208 1209 1210

		}

1211
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1212

1213 1214 1215
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1216

1217
		state.setPolygonOffset( false );
1218

1219
		scene.onAfterRender( _this, scene, camera );
1220

M
Mr.doob 已提交
1221
		if ( vr.enabled ) {
1222

M
Mr.doob 已提交
1223
			vr.submitFrame();
1224

M
Mr.doob 已提交
1225
		}
M
Mr.doob 已提交
1226

M
Mr.doob 已提交
1227 1228
		// _gl.finish();

1229 1230
		currentRenderList = null;

M
Mr.doob 已提交
1231
	};
M
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1232

1233
	/*
M
Mr.doob 已提交
1234 1235
	// TODO Duplicated code (Frustum)

1236 1237
	var _sphere = new Sphere();

T
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1238 1239 1240 1241 1242 1243 1244
	function isObjectViewable( object ) {

		var geometry = object.geometry;

		if ( geometry.boundingSphere === null )
			geometry.computeBoundingSphere();

M
Mr.doob 已提交
1245
		_sphere.copy( geometry.boundingSphere ).
1246
		applyMatrix4( object.matrixWorld );
M
Mr.doob 已提交
1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

		_sphere.center.set( 0, 0, 0 );
		_sphere.radius = 0.7071067811865476;
		_sphere.applyMatrix4( sprite.matrixWorld );

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1263 1264

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1265 1266 1267 1268

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
tschw 已提交
1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280

		var planes = _this.clippingPlanes,

			center = sphere.center,
			negRad = - sphere.radius,
			i = 0;

		do {

			// out when deeper than radius in the negative halfspace
			if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

T
tschw 已提交
1281
		} while ( ++ i !== numPlanes );
T
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1282 1283 1284 1285

		return true;

	}
1286
	*/
T
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1287

M
Mr.doob 已提交
1288
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1289

1290
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1291

1292
		var visible = object.layers.test( camera.layers );
M
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1293

1294
		if ( visible ) {
1295

1296
			if ( object.isLight ) {
M
Mr.doob 已提交
1297

1298
				currentRenderState.pushLight( object );
1299 1300 1301

				if ( object.castShadow ) {

1302
					currentRenderState.pushShadow( object );
1303 1304

				}
M
Mr.doob 已提交
1305

1306
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1307

1308
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1309

1310
					currentRenderState.pushSprite( object );
M
Mr.doob 已提交
1311

1312
				}
M
Mr.doob 已提交
1313

1314
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1315

1316
				if ( sortObjects ) {
M
Mr.doob 已提交
1317

1318 1319
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1320

1321
				}
M
Mr.doob 已提交
1322

1323
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1324

1325
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1326

1327
				if ( object.isSkinnedMesh ) {
1328

1329
					object.skeleton.update();
1330

1331
				}
1332

1333
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1334

1335 1336 1337 1338 1339 1340
					if ( sortObjects ) {

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

					}
1341

1342 1343
					var geometry = objects.update( object );
					var material = object.material;
1344

1345
					if ( Array.isArray( material ) ) {
1346

1347
						var groups = geometry.groups;
1348

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

1351 1352
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1353

1354
							if ( groupMaterial && groupMaterial.visible ) {
1355

1356 1357 1358
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1359

M
Mr.doob 已提交
1360
						}
M
Mr.doob 已提交
1361

1362
					} else if ( material.visible ) {
1363

1364
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1365

1366
					}
M
Mr.doob 已提交
1367

1368
				}
M
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1369

1370
			}
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372
		}
M
Mr.doob 已提交
1373

M
Mr.doob 已提交
1374
		var children = object.children;
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376 1377
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1378
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1379

1380
		}
1381

1382
	}
M
Mr.doob 已提交
1383

1384
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1385

M
Mr.doob 已提交
1386
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1387

1388
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1389

1390
			var object = renderItem.object;
M
Mr.doob 已提交
1391 1392 1393
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1394

M
Mr.doob 已提交
1395
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1396

1397 1398
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1399
				var cameras = camera.cameras;
M
Mr.doob 已提交
1400

M
Mr.doob 已提交
1401
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1402

M
Mr.doob 已提交
1403
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1404

1405
					if ( object.layers.test( camera2.layers ) ) {
1406

1407
						var bounds = camera2.bounds;
1408

1409 1410 1411 1412
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;
M
Mr.doob 已提交
1413

1414
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1415 1416 1417 1418

						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1419

M
Mr.doob 已提交
1420
				}
1421

M
Mr.doob 已提交
1422
			} else {
M
Mr.doob 已提交
1423

1424 1425
				_currentArrayCamera = null;

M
Mr.doob 已提交
1426
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1427

M
Mr.doob 已提交
1428
			}
M
Mr.doob 已提交
1429

1430
		}
M
Mr.doob 已提交
1431

1432
	}
G
gero3 已提交
1433

M
Mr.doob 已提交
1434 1435
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1436
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1437
		restoreRenderState( scene, _currentArrayCamera || camera );
1438

M
Mr.doob 已提交
1439 1440 1441 1442 1443
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1444 1445 1446
			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

			state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
1447 1448 1449 1450 1451 1452 1453 1454 1455

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

M
Mugen87 已提交
1456
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1457 1458 1459

		}

M
Mr.doob 已提交
1460
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1461
		restoreRenderState( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1462

M
Mr.doob 已提交
1463 1464
	}

1465
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1466

1467
		var materialProperties = properties.get( material );
G
gero3 已提交
1468

1469 1470
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1471

T
tschw 已提交
1472
		var parameters = programCache.getParameters(
1473
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1474

G
gero3 已提交
1475
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1476

1477
		var program = materialProperties.program;
T
tschw 已提交
1478
		var programChange = true;
1479

1480
		if ( program === undefined ) {
B
Ben Adams 已提交
1481

M
Mr.doob 已提交
1482 1483
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1484

1485
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1486

M
Mr.doob 已提交
1487
			// changed glsl or parameters
1488
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1489

1490 1491 1492 1493 1494
		} else if ( materialProperties.lightsHash !== lights.state.hash ) {

			properties.update( material, 'lightsHash', lights.state.hash );
			programChange = false;

G
gero3 已提交
1495
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1496

T
tschw 已提交
1497
			// same glsl and uniform list
T
tschw 已提交
1498 1499
			return;

T
tschw 已提交
1500
		} else {
B
Ben Adams 已提交
1501

T
tschw 已提交
1502 1503
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1504 1505 1506

		}

1507
		if ( programChange ) {
B
Ben Adams 已提交
1508

1509
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1510

R
Rich Harris 已提交
1511
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1512

1513
				materialProperties.shader = {
1514
					name: material.type,
1515
					uniforms: UniformsUtils.clone( shader.uniforms ),
1516 1517 1518
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1519

1520
			} else {
B
Ben Adams 已提交
1521

1522
				materialProperties.shader = {
1523 1524 1525 1526 1527
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1528

1529
			}
G
gero3 已提交
1530

1531
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1532

1533
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1534

1535 1536
			materialProperties.program = program;
			material.program = program;
1537 1538 1539

		}

1540
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1541 1542 1543 1544 1545

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1546
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1547

1548
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1562
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1563

1564
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1565 1566 1567 1568 1569 1570 1571 1572 1573

					material.numSupportedMorphNormals ++;

				}

			}

		}

1574
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1575

1576
		if ( ! material.isShaderMaterial &&
1577 1578
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1579

T
tschw 已提交
1580
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1581
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1582
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1583 1584 1585

		}

1586
		materialProperties.fog = fog;
1587

1588
		// store the light setup it was created for
1589

1590
		materialProperties.lightsHash = lights.state.hash;
1591

M
Mr.doob 已提交
1592
		if ( material.lights ) {
1593 1594 1595

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

1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1609
			// TODO (abelnation): add area lights shadow info to uniforms
1610

1611 1612
		}

T
tschw 已提交
1613 1614
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1615
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1616

T
tschw 已提交
1617
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1618

M
Mr.doob 已提交
1619
	}
M
Mr.doob 已提交
1620

1621
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1622 1623 1624

		_usedTextureUnits = 0;

1625
		var materialProperties = properties.get( material );
1626
		var lights = currentRenderState.state.lights;
1627

T
tschw 已提交
1628 1629 1630 1631 1632
		if ( _clippingEnabled ) {

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

				var useCache =
1633 1634
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1635 1636 1637 1638

				// 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
1639
				_clipping.setState(
1640 1641
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1642 1643 1644 1645 1646

			}

		}

1647
		if ( material.needsUpdate === false ) {
1648

1649
			if ( materialProperties.program === undefined ) {
1650

1651
				material.needsUpdate = true;
1652

1653
			} else if ( material.fog && materialProperties.fog !== fog ) {
1654

M
Mr.doob 已提交
1655
				material.needsUpdate = true;
1656

1657
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1658

1659
				material.needsUpdate = true;
1660

1661
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1662
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1663
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1664 1665 1666

				material.needsUpdate = true;

1667
			}
1668 1669 1670 1671

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1672

1673
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1674 1675 1676 1677
			material.needsUpdate = false;

		}

1678
		var refreshProgram = false;
M
Mr.doob 已提交
1679
		var refreshMaterial = false;
1680
		var refreshLights = false;
M
Mr.doob 已提交
1681

1682
		var program = materialProperties.program,
1683
			p_uniforms = program.getUniforms(),
1684
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1685

1686
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1687

1688
			refreshProgram = true;
M
Mr.doob 已提交
1689
			refreshMaterial = true;
1690
			refreshLights = true;
M
Mr.doob 已提交
1691 1692 1693 1694 1695 1696

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1697

M
Mr.doob 已提交
1698 1699 1700 1701
			refreshMaterial = true;

		}

1702
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1703

M
Mr.doob 已提交
1704
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1705

G
gero3 已提交
1706
			if ( capabilities.logarithmicDepthBuffer ) {
1707

T
tschw 已提交
1708
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1709
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1710 1711 1712

			}

1713
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1714

1715
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1716

1717
				_currentCamera = ( _currentArrayCamera || camera );
1718 1719 1720 1721 1722 1723

				// 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
1724
				refreshLights = true;		// remains set until update done
1725 1726

			}
M
Mr.doob 已提交
1727

1728 1729 1730
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1731
			if ( material.isShaderMaterial ||
1732 1733 1734
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1735

T
tschw 已提交
1736 1737 1738
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1739

T
tschw 已提交
1740
					uCamPos.setValue( _gl,
1741
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1742 1743 1744 1745 1746

				}

			}

1747
			if ( material.isMeshPhongMaterial ||
1748 1749 1750 1751
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1752
				material.skinning ) {
1753

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1754
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1755 1756 1757

			}

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1758 1759 1760 1761 1762 1763
		}

		// 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

1764
		if ( material.skinning ) {
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1765

T
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1766 1767
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1768

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1769
			var skeleton = object.skeleton;
1770

T
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1771
			if ( skeleton ) {
1772

1773 1774
				var bones = skeleton.bones;

1775
				if ( capabilities.floatVertexTextures ) {
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1776

1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787
					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
1788
						size = _Math.ceilPowerOfTwo( size );
1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801
						size = Math.max( size, 4 );

						var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
						boneMatrices.set( skeleton.boneMatrices ); // copy current values

						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );

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

					}

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					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
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1804

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1805
				} else {
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1806

T
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1807
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
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1808 1809 1810 1811 1812 1813 1814 1815 1816

				}

			}

		}

		if ( refreshMaterial ) {

1817 1818 1819
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1820
			if ( material.lights ) {
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1821

1822
				// the current material requires lighting info
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1823

T
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1824 1825 1826 1827 1828 1829
				// 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
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1830

T
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1831
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1832

T
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1833
			}
G
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1834

T
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1835
			// refresh uniforms common to several materials
G
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1836

T
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1837
			if ( fog && material.fog ) {
G
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1838

T
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1839
				refreshUniformsFog( m_uniforms, fog );
M
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1840 1841 1842

			}

1843
			if ( material.isMeshBasicMaterial ) {
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1844 1845 1846

				refreshUniformsCommon( m_uniforms, material );

1847
			} else if ( material.isMeshLambertMaterial ) {
M
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1848

1849 1850
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1851

1852
			} else if ( material.isMeshPhongMaterial ) {
M
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1853

1854
				refreshUniformsCommon( m_uniforms, material );
M
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1855

1856
				if ( material.isMeshToonMaterial ) {
M
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1857

1858
					refreshUniformsToon( m_uniforms, material );
M
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1859

1860
				} else {
1861

1862
					refreshUniformsPhong( m_uniforms, material );
1863

1864
				}
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1865

1866
			} else if ( material.isMeshStandardMaterial ) {
T
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1867

1868
				refreshUniformsCommon( m_uniforms, material );
1869

1870
				if ( material.isMeshPhysicalMaterial ) {
1871

1872
					refreshUniformsPhysical( m_uniforms, material );
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1873

1874
				} else {
W
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1875

1876
					refreshUniformsStandard( m_uniforms, material );
W
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1877

1878
				}
W
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1879

1880
			} else if ( material.isMeshDepthMaterial ) {
M
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1881

1882
				refreshUniformsCommon( m_uniforms, material );
W
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1883
				refreshUniformsDepth( m_uniforms, material );
1884

W
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1885
			} else if ( material.isMeshDistanceMaterial ) {
1886

1887
				refreshUniformsCommon( m_uniforms, material );
W
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1888
				refreshUniformsDistance( m_uniforms, material );
1889

1890
			} else if ( material.isMeshNormalMaterial ) {
M
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1891

1892
				refreshUniformsCommon( m_uniforms, material );
1893
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1894

1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1909 1910 1911 1912 1913
			} else if ( material.isShadowMaterial ) {

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

M
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1914 1915
			}

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1916 1917 1918
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1919 1920
			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
1921

1922
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1923 1924 1925

		}

M
Mr.doob 已提交
1926

T
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1927
		// common matrices
M
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1928

M
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1929 1930
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1931
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
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1932

T
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1933
		return program;
A
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1934 1935 1936

	}

M
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1937 1938
	// Uniforms (refresh uniforms objects)

M
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1939
	function refreshUniformsCommon( uniforms, material ) {
M
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1940 1941 1942

		uniforms.opacity.value = material.opacity;

1943 1944 1945 1946 1947
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
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1948

1949
		if ( material.emissive ) {
M
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1950

1951
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1952 1953 1954

		}

1955 1956 1957 1958 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
		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
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

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

		}
M
Mr.doob 已提交
1987

1988 1989 1990 1991 1992 1993 1994
		if ( material.lightMap ) {

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

		}

1995
		if ( material.aoMap ) {
1996

1997 1998
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1999 2000 2001

		}

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Mr.doob 已提交
2002
		// uv repeat and offset setting priorities
M
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2003 2004 2005 2006 2007
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2008
		// 6. emissive map
M
Mr.doob 已提交
2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2020 2021 2022 2023
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2024 2025 2026 2027 2028 2029 2030 2031
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2032 2033 2034 2035 2036 2037 2038 2039
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2040 2041 2042 2043
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2044 2045 2046 2047
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2048 2049 2050 2051
		}

		if ( uvScaleMap !== undefined ) {

2052
			// backwards compatibility
2053
			if ( uvScaleMap.isWebGLRenderTarget ) {
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Mr.doob 已提交
2054 2055 2056 2057 2058

				uvScaleMap = uvScaleMap.texture;

			}

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2059
			if ( uvScaleMap.matrixAutoUpdate === true ) {
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Mr.doob 已提交
2060

T
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2061 2062 2063 2064
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
M
Mr.doob 已提交
2065

T
Tentone 已提交
2066
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
M
Mr.doob 已提交
2067

W
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2068
			}
2069

2070
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2071 2072 2073

		}

M
Mr.doob 已提交
2074
	}
M
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2075

M
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2076
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2077 2078 2079 2080

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

M
Mr.doob 已提交
2081
	}
M
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2082

M
Mr.doob 已提交
2083
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2084 2085 2086 2087 2088

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

M
Mr.doob 已提交
2089
	}
M
Mr.doob 已提交
2090

M
Mr.doob 已提交
2091
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2092

2093
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2094
		uniforms.opacity.value = material.opacity;
2095
		uniforms.size.value = material.size * _pixelRatio;
2096
		uniforms.scale.value = _height * 0.5;
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Mr.doob 已提交
2097 2098 2099

		uniforms.map.value = material.map;

2100 2101
		if ( material.map !== null ) {

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WestLangley 已提交
2102
			if ( material.map.matrixAutoUpdate === true ) {
2103

T
Tentone 已提交
2104 2105 2106 2107
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;
2108

T
Tentone 已提交
2109
				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2110 2111

			}
2112

2113
			uniforms.uvTransform.value.copy( material.map.matrix );
2114 2115 2116

		}

M
Mr.doob 已提交
2117
	}
M
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2118

M
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2119
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2120 2121 2122

		uniforms.fogColor.value = fog.color;

2123
		if ( fog.isFog ) {
M
Mr.doob 已提交
2124 2125 2126 2127

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

2128
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2129 2130 2131 2132 2133

			uniforms.fogDensity.value = fog.density;

		}

M
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2134
	}
M
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2135

M
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2136
	function refreshUniformsLambert( uniforms, material ) {
2137 2138 2139 2140 2141 2142 2143 2144 2145

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
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2146
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2147

2148
		uniforms.specular.value = material.specular;
M
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2149
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2150

2151
		if ( material.emissiveMap ) {
2152

2153
			uniforms.emissiveMap.value = material.emissiveMap;
2154

2155
		}
M
Mr.doob 已提交
2156

2157 2158 2159 2160
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
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2161

2162
		}
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2163

2164 2165 2166 2167 2168 2169
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}
M
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2170

2171 2172 2173 2174 2175
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2176

2177
		}
2178

T
Takahiro 已提交
2179 2180 2181 2182 2183 2184
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2185
		if ( material.gradientMap ) {
T
Takahiro 已提交
2186

T
Takahiro 已提交
2187
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2188 2189 2190

		}

2191 2192
	}

M
Mr.doob 已提交
2193
	function refreshUniformsStandard( uniforms, material ) {
W
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2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 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 2242 2243 2244 2245 2246

		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;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		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;

		}

	}

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

2249 2250 2251
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2252 2253 2254 2255
		refreshUniformsStandard( uniforms, material );

	}

W
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2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283
	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;

	}

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
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		if ( material.displacementMap ) {

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

		}

	}

2310 2311
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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2312
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2313

M
Mr.doob 已提交
2314
		uniforms.ambientLightColor.needsUpdate = value;
2315

B
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2316 2317 2318
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2319
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2320
		uniforms.hemisphereLights.needsUpdate = value;
2321

M
Mr.doob 已提交
2322
	}
2323

2324 2325
	//

2326
	function restoreRenderState( scene, camera ) {
2327

2328
		currentRenderState = renderStates.get( scene, camera );
2329 2330 2331

	}

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2332 2333 2334 2335
	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

T
tschw 已提交
2336
		state.setCullFace( cullFace );
R
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2337
		state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
M
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2338 2339 2340 2341 2342

	};

	// Textures

T
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2343 2344 2345 2346 2347 2348
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2349
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2350 2351 2352 2353 2354 2355 2356 2357 2358

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2359
	this.allocTextureUnit = allocTextureUnit;
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2360

2361
	// this.setTexture2D = setTexture2D;
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Mr.doob 已提交
2362
	this.setTexture2D = ( function () {
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2363

2364
		var warned = false;
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2365

2366
		// backwards compatibility: peel texture.texture
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2367
		return function setTexture2D( texture, slot ) {
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2368

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2369
			if ( texture && texture.isWebGLRenderTarget ) {
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2370

2371
				if ( ! warned ) {
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2372

2373 2374
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
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2375

2376
				}
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2377

2378
				texture = texture.texture;
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2379

2380
			}
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2381

2382
			textures.setTexture2D( texture, slot );
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2383

2384
		};
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2385

2386
	}() );
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2387

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2388
	this.setTexture = ( function () {
2389 2390 2391

		var warned = false;

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2392
		return function setTexture( texture, slot ) {
2393 2394 2395 2396 2397 2398 2399 2400

			if ( ! warned ) {

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

			}

2401
			textures.setTexture2D( texture, slot );
2402 2403 2404 2405 2406

		};

	}() );

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2407
	this.setTextureCube = ( function () {
2408 2409 2410

		var warned = false;

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2411
		return function setTextureCube( texture, slot ) {
2412 2413

			// backwards compatibility: peel texture.texture
T
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2414
			if ( texture && texture.isWebGLRenderTargetCube ) {
2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
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2429
			if ( ( texture && texture.isCubeTexture ) ||
2430
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2431 2432 2433 2434

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2435
				textures.setTextureCube( texture, slot );
2436 2437 2438 2439 2440

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2441
				textures.setTextureCubeDynamic( texture, slot );
2442 2443 2444 2445 2446 2447

			}

		};

	}() );
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2448

2449
	this.getRenderTarget = function () {
2450 2451 2452

		return _currentRenderTarget;

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2453
	};
2454

2455
	this.setRenderTarget = function ( renderTarget ) {
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Mr.doob 已提交
2456

2457 2458
		_currentRenderTarget = renderTarget;

2459
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2460

2461
			textures.setupRenderTarget( renderTarget );
M
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2462 2463 2464

		}

M
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2465
		var framebuffer = null;
M
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2466
		var isCube = false;
M
Mr.doob 已提交
2467 2468 2469

		if ( renderTarget ) {

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2470
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2471

M
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2472
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
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2473

M
Mr.doob 已提交
2474
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2475
				isCube = true;
M
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2476 2477 2478

			} else {

M
Mr.doob 已提交
2479
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2480 2481 2482

			}

M
Mr.doob 已提交
2483
			_currentViewport.copy( renderTarget.viewport );
2484 2485
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2486

M
Mr.doob 已提交
2487 2488
		} else {

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Mr.doob 已提交
2489
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2490
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2491
			_currentScissorTest = _scissorTest;
2492

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Mr.doob 已提交
2493 2494
		}

M
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2495
		if ( _currentFramebuffer !== framebuffer ) {
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2496 2497 2498 2499 2500 2501

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

		}

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Mr.doob 已提交
2502
		state.viewport( _currentViewport );
2503 2504
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2505

M
Mr.doob 已提交
2506 2507 2508
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2509
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2510 2511 2512

		}

M
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2513 2514
	};

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Mr.doob 已提交
2515
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2516

0
06wj 已提交
2517
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2518

2519
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2520
			return;
2521

G
gero3 已提交
2522
		}
2523

M
Mr.doob 已提交
2524
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2525

M
Mr.doob 已提交
2526
		if ( framebuffer ) {
2527

G
gero3 已提交
2528
			var restore = false;
2529

M
Mr.doob 已提交
2530
			if ( framebuffer !== _currentFramebuffer ) {
2531

M
Mr.doob 已提交
2532
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2533

G
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2534
				restore = true;
2535

G
gero3 已提交
2536
			}
2537

M
Mr.doob 已提交
2538
			try {
2539

M
Mr.doob 已提交
2540
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2541 2542
				var textureFormat = texture.format;
				var textureType = texture.type;
2543

2544
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2545

M
Mr.doob 已提交
2546 2547
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2548

M
Mr.doob 已提交
2549
				}
2550

2551
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2552 2553
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2554

M
Mr.doob 已提交
2555 2556
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2557

M
Mr.doob 已提交
2558
				}
2559

M
Mr.doob 已提交
2560
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2561

2562 2563
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2564
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2565

2566
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2567 2568

					}
2569

M
Mr.doob 已提交
2570
				} else {
M
Mr.doob 已提交
2571

M
Mr.doob 已提交
2572 2573 2574
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2575

M
Mr.doob 已提交
2576
			} finally {
M
Mr.doob 已提交
2577

M
Mr.doob 已提交
2578 2579 2580
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2581

M
Mr.doob 已提交
2582 2583 2584
				}

			}
M
Mr.doob 已提交
2585 2586 2587

		}

M
Mr.doob 已提交
2588 2589
	};

2590
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2591 2592 2593 2594 2595 2596 2597

		var width = texture.image.width;
		var height = texture.image.height;
		var internalFormat = utils.convert( texture.format );

		this.setTexture2D( texture, 0 );

2598
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, internalFormat, position.x, position.y, width, height, 0 );
2599 2600 2601

	};

M
Mr.doob 已提交
2602
}
R
Rich Harris 已提交
2603

T
Tristan VALCKE 已提交
2604

2605
export { WebGLRenderer };