WebGLRenderer.js 61.6 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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		properties.remove( material );
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	}
623 624


625
	function releaseMaterialProgramReference( material ) {
626

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

		material.program = undefined;

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

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

M
Mr.doob 已提交
635 636
		}

637
	}
M
Mr.doob 已提交
638 639 640

	// Buffer rendering

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

		object.render( function ( object ) {

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

		} );

	}

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

653
		state.initAttributes();
654

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

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

662
		var programAttributes = program.getAttributes();
663

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

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

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

		}

		if ( object.hasNormals ) {

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

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

		}

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

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

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

		}

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

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

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

		}

704
		state.disableUnusedAttributes();
705

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

		object.count = 0;

	};

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

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

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

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

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

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

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

		}

733
		if ( object.morphTargetInfluences ) {
734

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

			updateBuffers = true;

		}

741 742
		//

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

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

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

		}

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

757
		if ( index !== null ) {
758

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

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

764
		}
M
Mr.doob 已提交
765

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

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

770
			if ( index !== null ) {
771

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

			}

776
		}
777

778 779
		//

780
		var dataCount = Infinity;
781

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

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

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

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

M
Mr.doob 已提交
790
		}
791

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

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

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

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

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

M
Mr.doob 已提交
805
		//
806

807
		if ( object.isMesh ) {
808

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

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

814
			} else {
M
Mr.doob 已提交
815 816

				switch ( object.drawMode ) {
817

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

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

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

				}
831

832
			}
833

834

835
		} else if ( object.isLine ) {
836

837
			var lineWidth = material.linewidth;
838

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

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

843
			if ( object.isLineSegments ) {
844

845
				renderer.setMode( _gl.LINES );
846

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

				renderer.setMode( _gl.LINE_LOOP );

851
			} else {
852

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

			}
M
Mr.doob 已提交
856

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

			renderer.setMode( _gl.POINTS );
860

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

			renderer.setMode( _gl.TRIANGLES );

865
		}
866

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
873
			}
874 875 876

		} else {

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

M
Mr.doob 已提交
879 880 881 882
		}

	};

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

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

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

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

M
Mr.doob 已提交
892 893 894
			}

		}
B
Ben Adams 已提交
895

896 897
		state.initAttributes();

898
		var geometryAttributes = geometry.attributes;
899

900
		var programAttributes = program.getAttributes();
901

902
		var materialDefaultAttributeValues = material.defaultAttributeValues;
903

904
		for ( var name in programAttributes ) {
905

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

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

910
				var geometryAttribute = geometryAttributes[ name ];
911

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

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

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

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

					if ( attribute === undefined ) continue;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1007

1008
		state.disableUnusedAttributes();
1009

M
Mr.doob 已提交
1010 1011
	}

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

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

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

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

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

1023
				currentRenderState.pushLight( object );
1024 1025 1026

				if ( object.castShadow ) {

1027
					currentRenderState.pushShadow( object );
1028 1029

				}
M
Mr.doob 已提交
1030

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

		} );

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

		scene.traverse( function ( object ) {

			if ( object.material ) {

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

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

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

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

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

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

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

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

		} );
G
gero3 已提交
1058 1059

	};
1060

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

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

1065
	function onAnimationFrame( time ) {
1066

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

1070
	}
1071

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

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

1077
	this.setAnimationLoop = function ( callback ) {
1078

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

1082 1083
		animation.start();

1084 1085
	};

M
Mr.doob 已提交
1086 1087
	// Rendering

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

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

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

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

		}

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

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

		}
1105

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

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

		}

1113 1114
		if ( _isContextLost ) return;

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

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

		// update scene graph

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

		// update camera matrices and frustum

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

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

			camera = vr.getCamera( camera );

		}

1137 1138
		//

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

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

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

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

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

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

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

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

1159 1160
		}

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

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

1165
		var shadowsArray = currentRenderState.state.shadowsArray;
1166

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

1169
		currentRenderState.setupLights( camera );
1170

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

M
Mr.doob 已提交
1173 1174
		//

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

1177
		if ( renderTarget !== undefined ) {
1178

1179
			this.setRenderTarget( renderTarget );
1180 1181 1182

		}

M
Mr.doob 已提交
1183 1184
		//

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

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

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

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

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

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

M
Mr.doob 已提交
1199 1200
		} else {

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

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

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

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

1209
		}
M
Mr.doob 已提交
1210

1211
		//
M
Mr.doob 已提交
1212

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

		//

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

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

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

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

1225
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1226

M
Mr.doob 已提交
1227 1228
		}

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

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

1235
		state.setPolygonOffset( false );
1236

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

1239
			vr.submitFrame();
1240

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

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

1245
		currentRenderList = null;
1246
		currentRenderState = null;
1247

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

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

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

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

1256
		if ( visible ) {
1257

1258 1259 1260 1261 1262
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1263

1264
				currentRenderState.pushLight( object );
1265 1266 1267

				if ( object.castShadow ) {

1268
					currentRenderState.pushShadow( object );
1269 1270

				}
M
Mr.doob 已提交
1271

1272
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1273

1274
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1275

1276 1277 1278 1279 1280 1281 1282 1283 1284 1285
					if ( sortObjects ) {

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

					}

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

1286 1287 1288 1289 1290
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1291

1292
				}
M
Mr.doob 已提交
1293

1294
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1295

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

1298 1299
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1300

1301
				}
M
Mr.doob 已提交
1302

1303
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1304

1305
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1306

1307
				if ( object.isSkinnedMesh ) {
1308

T
Takahiro 已提交
1309 1310 1311 1312 1313 1314 1315 1316
					// update skeleton only once in a frame

					if ( object.skeleton.version !== info.render.frame ) {

						object.skeleton.update();
						object.skeleton.version = info.render.frame;

					}
1317

1318
				}
1319

1320
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1321

1322 1323 1324 1325 1326 1327
					if ( sortObjects ) {

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

					}
1328

1329 1330
					var geometry = objects.update( object );
					var material = object.material;
1331

1332
					if ( Array.isArray( material ) ) {
1333

1334
						var groups = geometry.groups;
1335

1336
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1337

1338 1339
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1340

1341
							if ( groupMaterial && groupMaterial.visible ) {
1342

1343
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1344 1345

							}
M
Mr.doob 已提交
1346

M
Mr.doob 已提交
1347
						}
M
Mr.doob 已提交
1348

1349
					} else if ( material.visible ) {
1350

1351
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1352

1353
					}
M
Mr.doob 已提交
1354

1355
				}
M
Mr.doob 已提交
1356

1357
			}
M
Mr.doob 已提交
1358

M
Mr.doob 已提交
1359
		}
M
Mr.doob 已提交
1360

M
Mr.doob 已提交
1361
		var children = object.children;
M
Mr.doob 已提交
1362

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

1365
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1366

1367
		}
1368

1369
	}
M
Mr.doob 已提交
1370

1371
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1372

M
Mr.doob 已提交
1373
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1374

1375
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1376

1377
			var object = renderItem.object;
M
Mr.doob 已提交
1378 1379 1380
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1381

M
Mr.doob 已提交
1382
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1383

1384 1385
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1386
				var cameras = camera.cameras;
M
Mr.doob 已提交
1387

M
Mr.doob 已提交
1388
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1389

M
Mr.doob 已提交
1390
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1391

1392
					if ( object.layers.test( camera2.layers ) ) {
1393

1394
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1395

1396 1397
						currentRenderState.setupLights( camera2 );

1398 1399 1400
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1401

M
Mr.doob 已提交
1402
				}
1403

M
Mr.doob 已提交
1404
			} else {
M
Mr.doob 已提交
1405

1406 1407
				_currentArrayCamera = null;

M
Mr.doob 已提交
1408
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1409

M
Mr.doob 已提交
1410
			}
M
Mr.doob 已提交
1411

1412
		}
M
Mr.doob 已提交
1413

1414
	}
G
gero3 已提交
1415

M
Mr.doob 已提交
1416 1417
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1418
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1419
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1420

M
Mr.doob 已提交
1421 1422 1423 1424 1425
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1426
			state.setMaterial( material );
M
Mr.doob 已提交
1427 1428 1429

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

M
Mr.doob 已提交
1430 1431
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1432
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1433

M
Mr.doob 已提交
1434
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1435 1436 1437

		} else {

M
Mugen87 已提交
1438
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1439 1440 1441

		}

M
Mr.doob 已提交
1442
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1443
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1444

M
Mr.doob 已提交
1445 1446
	}

1447
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1448

1449
		var materialProperties = properties.get( material );
G
gero3 已提交
1450

1451 1452
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1453

M
Mr.doob 已提交
1454 1455 1456
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1457
		var parameters = programCache.getParameters(
1458
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1459

G
gero3 已提交
1460
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1461

1462
		var program = materialProperties.program;
T
tschw 已提交
1463
		var programChange = true;
1464

1465
		if ( program === undefined ) {
B
Ben Adams 已提交
1466

M
Mr.doob 已提交
1467 1468
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1469

1470
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1471

M
Mr.doob 已提交
1472
			// changed glsl or parameters
1473
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1474

M
Mr.doob 已提交
1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1490 1491 1492

			programChange = false;

G
gero3 已提交
1493
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1494

T
tschw 已提交
1495
			// same glsl and uniform list
T
tschw 已提交
1496 1497
			return;

T
tschw 已提交
1498
		} else {
B
Ben Adams 已提交
1499

T
tschw 已提交
1500 1501
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1502 1503 1504

		}

1505
		if ( programChange ) {
B
Ben Adams 已提交
1506

1507
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1508

R
Rich Harris 已提交
1509
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1510

1511
				materialProperties.shader = {
1512
					name: material.type,
M
Mr.doob 已提交
1513
					uniforms: cloneUniforms( shader.uniforms ),
1514
					vertexShader: shader.vertexShader,
1515
					fragmentShader: shader.fragmentShader
1516
				};
B
Ben Adams 已提交
1517

1518
			} else {
B
Ben Adams 已提交
1519

1520
				materialProperties.shader = {
1521 1522 1523
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1524
					fragmentShader: material.fragmentShader
1525
				};
G
gero3 已提交
1526

1527
			}
G
gero3 已提交
1528

1529
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1530

1531
			// Computing code again as onBeforeCompile may have changed the shaders
1532 1533
			code = programCache.getProgramCode( material, parameters );

1534
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1535

1536 1537
			materialProperties.program = program;
			material.program = program;
1538 1539 1540

		}

1541
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1542 1543 1544 1545 1546

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

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

1549
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1563
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1564

1565
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1566 1567 1568 1569 1570 1571 1572 1573 1574

					material.numSupportedMorphNormals ++;

				}

			}

		}

1575
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1576

1577
		if ( ! material.isShaderMaterial &&
1578 1579
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1580

T
tschw 已提交
1581
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1582
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1583
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1584 1585 1586

		}

1587
		materialProperties.fog = fog;
1588

1589
		// store the light setup it was created for
M
Mr.doob 已提交
1590
		if ( lightsHash === undefined ) {
1591

M
Mr.doob 已提交
1592
			materialProperties.lightsHash = lightsHash = {};
1593 1594 1595

		}

M
Mr.doob 已提交
1596 1597 1598 1599 1600 1601 1602
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1603

M
Mr.doob 已提交
1604
		if ( material.lights ) {
1605 1606 1607

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

1608
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1609
			uniforms.lightProbe.value = lights.state.probe;
1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621
			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;
1622
			// TODO (abelnation): add area lights shadow info to uniforms
1623

1624 1625
		}

T
tschw 已提交
1626 1627
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1628
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1629

T
tschw 已提交
1630
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1631

M
Mr.doob 已提交
1632
	}
M
Mr.doob 已提交
1633

1634
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1635

1636
		textures.resetTextureUnits();
M
Mr.doob 已提交
1637

1638
		var materialProperties = properties.get( material );
1639
		var lights = currentRenderState.state.lights;
1640

M
Mr.doob 已提交
1641 1642 1643
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1644 1645 1646 1647 1648
		if ( _clippingEnabled ) {

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

				var useCache =
1649 1650
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1651 1652 1653 1654

				// 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
1655
				_clipping.setState(
1656 1657
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1658 1659 1660 1661 1662

			}

		}

1663
		if ( material.needsUpdate === false ) {
1664

1665
			if ( materialProperties.program === undefined ) {
1666

1667
				material.needsUpdate = true;
1668

1669
			} else if ( material.fog && materialProperties.fog !== fog ) {
1670

M
Mr.doob 已提交
1671
				material.needsUpdate = true;
1672

M
Mr.doob 已提交
1673 1674 1675 1676 1677 1678 1679
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1680

1681
				material.needsUpdate = true;
1682

1683
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1684
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1685
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1686 1687 1688

				material.needsUpdate = true;

1689
			}
1690 1691 1692 1693

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1694

1695
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1696 1697 1698 1699
			material.needsUpdate = false;

		}

1700
		var refreshProgram = false;
M
Mr.doob 已提交
1701
		var refreshMaterial = false;
1702
		var refreshLights = false;
M
Mr.doob 已提交
1703

1704
		var program = materialProperties.program,
1705
			p_uniforms = program.getUniforms(),
1706
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1707

1708
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1709

1710
			refreshProgram = true;
M
Mr.doob 已提交
1711
			refreshMaterial = true;
1712
			refreshLights = true;
M
Mr.doob 已提交
1713 1714 1715 1716 1717 1718

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1719

M
Mr.doob 已提交
1720 1721 1722 1723
			refreshMaterial = true;

		}

1724
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1725

M
Mr.doob 已提交
1726
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1727

G
gero3 已提交
1728
			if ( capabilities.logarithmicDepthBuffer ) {
1729

T
tschw 已提交
1730
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1731
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1732 1733 1734

			}

1735
			if ( _currentCamera !== camera ) {
1736

1737
				_currentCamera = camera;
1738 1739 1740 1741 1742 1743

				// 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
1744
				refreshLights = true;		// remains set until update done
1745 1746

			}
M
Mr.doob 已提交
1747

1748 1749 1750
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1751
			if ( material.isShaderMaterial ||
1752 1753 1754
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1755

T
tschw 已提交
1756 1757 1758
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1759

T
tschw 已提交
1760
					uCamPos.setValue( _gl,
1761
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1762 1763 1764 1765 1766

				}

			}

1767
			if ( material.isMeshPhongMaterial ||
1768 1769 1770 1771
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1772
				material.skinning ) {
1773

T
tschw 已提交
1774
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1775 1776 1777

			}

M
Mr.doob 已提交
1778 1779 1780 1781 1782 1783
		}

		// 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

1784
		if ( material.skinning ) {
M
Mr.doob 已提交
1785

T
tschw 已提交
1786 1787
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1788

T
tschw 已提交
1789
			var skeleton = object.skeleton;
1790

T
tschw 已提交
1791
			if ( skeleton ) {
1792

1793 1794
				var bones = skeleton.bones;

1795
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1796

1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807
					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
1808
						size = _Math.ceilPowerOfTwo( size );
1809 1810 1811 1812 1813 1814
						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 );
1815
						boneTexture.needsUpdate = true;
1816 1817 1818 1819 1820 1821 1822

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

					}

1823
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1824
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1825

T
tschw 已提交
1826
				} else {
M
Mr.doob 已提交
1827

T
tschw 已提交
1828
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1829 1830 1831 1832 1833 1834 1835 1836 1837

				}

			}

		}

		if ( refreshMaterial ) {

1838 1839 1840
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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

1843
				// the current material requires lighting info
M
Mr.doob 已提交
1844

T
tschw 已提交
1845 1846 1847 1848 1849 1850
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1851

T
tschw 已提交
1852
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1853

T
tschw 已提交
1854
			}
G
gero3 已提交
1855

T
tschw 已提交
1856
			// refresh uniforms common to several materials
G
gero3 已提交
1857

T
tschw 已提交
1858
			if ( fog && material.fog ) {
G
gero3 已提交
1859

T
tschw 已提交
1860
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1861 1862 1863

			}

1864
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1865 1866 1867

				refreshUniformsCommon( m_uniforms, material );

1868
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1869

1870 1871
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1872

1873
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1874

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

1877
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1878

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

1881
				} else {
1882

1883
					refreshUniformsPhong( m_uniforms, material );
1884

1885
				}
T
Takahiro 已提交
1886

1887
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1888

1889
				refreshUniformsCommon( m_uniforms, material );
1890

1891
				if ( material.isMeshPhysicalMaterial ) {
1892

1893
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1894

1895
				} else {
W
WestLangley 已提交
1896

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

1899
				}
W
WestLangley 已提交
1900

W
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1901 1902 1903 1904 1905 1906
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1907
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1908

1909
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1910
				refreshUniformsDepth( m_uniforms, material );
1911

W
WestLangley 已提交
1912
			} else if ( material.isMeshDistanceMaterial ) {
1913

1914
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1915
				refreshUniformsDistance( m_uniforms, material );
1916

1917
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1918

1919
				refreshUniformsCommon( m_uniforms, material );
1920
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1921

1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1936 1937 1938 1939
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1940 1941
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1942
				m_uniforms.color.value.copy( material.color );
1943 1944
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1945 1946
			}

M
Mr.doob 已提交
1947 1948 1949
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1950 1951
			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
1952

1953
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1954 1955 1956

		}

1957 1958
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1959
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1960 1961 1962
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1963

1964 1965 1966 1967 1968 1969
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1970
		// common matrices
M
Mr.doob 已提交
1971

M
Mr.doob 已提交
1972 1973
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1974
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1975

T
tschw 已提交
1976
		return program;
A
arose 已提交
1977 1978 1979

	}

M
Mr.doob 已提交
1980 1981
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1982
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1983 1984 1985

		uniforms.opacity.value = material.opacity;

1986 1987
		if ( material.color ) {

T
Takahiro 已提交
1988
			uniforms.diffuse.value.copy( material.color );
1989 1990

		}
M
Mr.doob 已提交
1991

1992
		if ( material.emissive ) {
M
Mr.doob 已提交
1993

1994
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1995 1996 1997

		}

1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2024
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2025 2026 2027 2028

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

2029
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2030

2031
		}
M
Mr.doob 已提交
2032

2033 2034 2035 2036 2037 2038 2039
		if ( material.lightMap ) {

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

		}

2040
		if ( material.aoMap ) {
2041

2042 2043
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2044 2045 2046

		}

M
Mr.doob 已提交
2047
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2048 2049 2050 2051 2052
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2053
		// 6. emissive map
M
Mr.doob 已提交
2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2065 2066 2067 2068
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2069 2070 2071 2072 2073 2074 2075 2076
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2077 2078 2079 2080 2081 2082 2083 2084
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2085 2086 2087 2088
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2093 2094 2095 2096
		}

		if ( uvScaleMap !== undefined ) {

2097
			// backwards compatibility
2098
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2099 2100 2101 2102 2103

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2104
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2105

W
WestLangley 已提交
2106
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2107

W
WestLangley 已提交
2108
			}
2109

2110
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2111 2112 2113

		}

M
Mr.doob 已提交
2114
	}
M
Mr.doob 已提交
2115

M
Mr.doob 已提交
2116
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2117

T
Takahiro 已提交
2118
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2119 2120
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2121
	}
M
Mr.doob 已提交
2122

M
Mr.doob 已提交
2123
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2124 2125 2126 2127 2128

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

M
Mr.doob 已提交
2129
	}
M
Mr.doob 已提交
2130

M
Mr.doob 已提交
2131
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2132

T
Takahiro 已提交
2133
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2134
		uniforms.opacity.value = material.opacity;
2135
		uniforms.size.value = material.size * _pixelRatio;
2136
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2137 2138 2139

		uniforms.map.value = material.map;

2140 2141
		if ( material.map !== null ) {

W
WestLangley 已提交
2142
			if ( material.map.matrixAutoUpdate === true ) {
2143

W
WestLangley 已提交
2144
				material.map.updateMatrix();
W
WestLangley 已提交
2145 2146

			}
2147

2148
			uniforms.uvTransform.value.copy( material.map.matrix );
2149 2150 2151

		}

2152 2153 2154 2155
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2156
		uniforms.diffuse.value.copy( material.color );
2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;
		uniforms.map.value = material.map;

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2173
	}
M
Mr.doob 已提交
2174

M
Mr.doob 已提交
2175
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2176

T
Takahiro 已提交
2177
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2178

2179
		if ( fog.isFog ) {
M
Mr.doob 已提交
2180 2181 2182 2183

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

2184
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2185 2186 2187 2188 2189

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2190
	}
M
Mr.doob 已提交
2191

M
Mr.doob 已提交
2192
	function refreshUniformsLambert( uniforms, material ) {
2193 2194 2195 2196 2197 2198 2199 2200 2201

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2202
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2203

T
Takahiro 已提交
2204
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2205
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2206

2207
		if ( material.emissiveMap ) {
2208

2209
			uniforms.emissiveMap.value = material.emissiveMap;
2210

2211
		}
M
Mr.doob 已提交
2212

2213 2214 2215 2216
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2217
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2218

2219
		}
M
Mr.doob 已提交
2220

2221 2222 2223 2224
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2225
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2226 2227

		}
M
Mr.doob 已提交
2228

2229 2230 2231 2232 2233
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2234

2235
		}
2236

T
Takahiro 已提交
2237 2238 2239 2240 2241 2242
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2243
		if ( material.gradientMap ) {
T
Takahiro 已提交
2244

T
Takahiro 已提交
2245
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2246 2247 2248

		}

2249 2250
	}

M
Mr.doob 已提交
2251
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277

		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;
2278
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2279 2280 2281 2282 2283 2284 2285

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2286
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306

		}

		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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Mr.doob 已提交
2307
	function refreshUniformsPhysical( uniforms, material ) {
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WestLangley 已提交
2308

2309 2310 2311 2312
		refreshUniformsStandard( uniforms, material );

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

2313 2314 2315
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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2316 2317
	}

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2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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WestLangley 已提交
2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379
	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;

	}

2380 2381 2382 2383 2384 2385
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2386
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2387 2388 2389 2390 2391 2392 2393

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2394
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407

		}

		if ( material.displacementMap ) {

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

		}

	}

2408 2409
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2410
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2411

M
Mr.doob 已提交
2412
		uniforms.ambientLightColor.needsUpdate = value;
W
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2413
		uniforms.lightProbe.needsUpdate = value;
2414

B
Ben Houston 已提交
2415 2416 2417
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2418
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2419
		uniforms.hemisphereLights.needsUpdate = value;
2420

M
Mr.doob 已提交
2421
	}
2422

2423 2424 2425
	//
	this.setFramebuffer = function ( value ) {

M
Mr.doob 已提交
2426
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2427

2428 2429 2430 2431
		_framebuffer = value;

	};

2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

	this.getActiveMipMapLevel = function () {

		return _currentActiveMipmapLevel;

	};

2444
	this.getRenderTarget = function () {
2445 2446 2447

		return _currentRenderTarget;

M
Michael Herzog 已提交
2448
	};
2449

2450
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
M
Mr.doob 已提交
2451

2452
		_currentRenderTarget = renderTarget;
2453 2454
		_currentActiveCubeFace = activeCubeFace;
		_currentActiveMipmapLevel = activeMipMapLevel;
2455

2456
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2457

2458
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2459 2460 2461

		}

2462
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2463
		var isCube = false;
M
Mr.doob 已提交
2464 2465 2466

		if ( renderTarget ) {

M
Mr.doob 已提交
2467
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2468

M
Mr.doob 已提交
2469
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2470

2471
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
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2472
				isCube = true;
M
Mr.doob 已提交
2473

2474 2475 2476 2477
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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Mr.doob 已提交
2478 2479
			} else {

M
Mr.doob 已提交
2480
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2481 2482 2483

			}

M
Mr.doob 已提交
2484
			_currentViewport.copy( renderTarget.viewport );
2485 2486
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2487

M
Mr.doob 已提交
2488 2489
		} else {

M
Mr.doob 已提交
2490
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2491
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2492
			_currentScissorTest = _scissorTest;
2493

M
Mr.doob 已提交
2494 2495
		}

M
Mr.doob 已提交
2496
		if ( _currentFramebuffer !== framebuffer ) {
M
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2497 2498 2499 2500 2501 2502

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

		}

M
Mr.doob 已提交
2503
		state.viewport( _currentViewport );
2504 2505
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2506

M
Mr.doob 已提交
2507 2508 2509
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2510
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
M
Mr.doob 已提交
2511 2512 2513

		}

M
Mr.doob 已提交
2514 2515
	};

2516
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2517

0
06wj 已提交
2518
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2519

2520
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2521
			return;
2522

G
gero3 已提交
2523
		}
2524

M
Mr.doob 已提交
2525
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2526

2527
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2528 2529 2530 2531 2532

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2533
		if ( framebuffer ) {
2534

G
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2535
			var restore = false;
2536

M
Mr.doob 已提交
2537
			if ( framebuffer !== _currentFramebuffer ) {
2538

M
Mr.doob 已提交
2539
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2540

G
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2541
				restore = true;
2542

G
gero3 已提交
2543
			}
2544

M
Mr.doob 已提交
2545
			try {
2546

M
Mr.doob 已提交
2547
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2548 2549
				var textureFormat = texture.format;
				var textureType = texture.type;
2550

2551
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2552

M
Mr.doob 已提交
2553 2554
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2555

M
Mr.doob 已提交
2556
				}
2557

2558
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2559 2560
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2561

M
Mr.doob 已提交
2562 2563
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2564

M
Mr.doob 已提交
2565
				}
2566

M
Mr.doob 已提交
2567
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2568

2569 2570
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2571
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2572

2573
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2574 2575

					}
2576

M
Mr.doob 已提交
2577
				} else {
M
Mr.doob 已提交
2578

M
Mr.doob 已提交
2579 2580 2581
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2582

M
Mr.doob 已提交
2583
			} finally {
M
Mr.doob 已提交
2584

M
Mr.doob 已提交
2585 2586 2587
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2588

M
Mr.doob 已提交
2589 2590 2591
				}

			}
M
Mr.doob 已提交
2592 2593 2594

		}

M
Mr.doob 已提交
2595 2596
	};

2597
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2598 2599 2600

		var width = texture.image.width;
		var height = texture.image.height;
2601
		var glFormat = utils.convert( texture.format );
2602

2603
		textures.setTexture2D( texture, 0 );
2604

2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

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

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

2616
		textures.setTexture2D( dstTexture, 0 );
2617

2618 2619 2620 2621 2622 2623 2624 2625 2626
		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

		}
2627 2628 2629

	};

2630 2631 2632 2633 2634
	/*
	if ( typeof __THREE_DEVTOOLS__ !== undefined ) {
		__THREE_DEVTOOLS__.dispatchEvent( { type: 'renderer', value: this } );
	}
	*/
R
Rich Harris 已提交
2635

M
Mr.doob 已提交
2636
}
T
Tristan VALCKE 已提交
2637

2638
export { WebGLRenderer };