WebGLRenderer.js 62.0 KB
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import {
	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 { WebGLMultiview } from './webgl/WebGLMultiview.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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	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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		_multiviewRequested = parameters.multiview !== undefined ? parameters.multiview : false,
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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;

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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: false
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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 ).floor() );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.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, _gl ) : new WebVRManager( _this );
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	this.vr = vr;
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	var multiview = new WebGLMultiview( _this, _multiviewRequested );

	this.multiview = multiview;
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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 = Math.floor( width * _pixelRatio );
		_canvas.height = Math.floor( 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();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );
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		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 ).floor() );
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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 ).floor() );
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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

618
	function deallocateMaterial( material ) {
M
Mr.doob 已提交
619

620 621
		releaseMaterialProgramReference( material );

622
		properties.remove( material );
623

624
	}
625 626


627
	function releaseMaterialProgramReference( material ) {
628

629
		var programInfo = properties.get( material ).program;
M
Mr.doob 已提交
630 631 632

		material.program = undefined;

633
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
634

635
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
636

M
Mr.doob 已提交
637 638
		}

639
	}
M
Mr.doob 已提交
640 641 642

	// Buffer rendering

M
Mr.doob 已提交
643
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
644 645 646

		object.render( function ( object ) {

M
Mr.doob 已提交
647
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
648 649 650 651 652

		} );

	}

M
Mugen87 已提交
653
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
654

655
		state.initAttributes();
656

657
		var buffers = properties.get( object );
658

659 660 661 662
		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
663

664
		var programAttributes = program.getAttributes();
665

M
Mr.doob 已提交
666 667
		if ( object.hasPositions ) {

668
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
669
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
670

671 672
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
673 674 675 676 677

		}

		if ( object.hasNormals ) {

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

681 682
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
683 684 685

		}

686
		if ( object.hasUvs ) {
M
Mr.doob 已提交
687

688
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
689
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
690

691
			state.enableAttribute( programAttributes.uv );
692
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
693 694 695

		}

696
		if ( object.hasColors ) {
M
Mr.doob 已提交
697

698
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
699
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
700

701 702
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
703 704 705

		}

706
		state.disableUnusedAttributes();
707

M
Mr.doob 已提交
708 709 710 711 712 713
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

714
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
715

716
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
717 718

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
719

M
Mr.doob 已提交
720
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
721

M
Mr.doob 已提交
722
		var updateBuffers = false;
M
Mr.doob 已提交
723

724 725 726
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
727

M
Mr.doob 已提交
728 729
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
730
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
731 732 733 734
			updateBuffers = true;

		}

735
		if ( object.morphTargetInfluences ) {
736

737
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
738 739 740 741 742

			updateBuffers = true;

		}

743 744
		//

745
		var index = geometry.index;
746
		var position = geometry.attributes.position;
747
		var rangeFactor = 1;
748

749 750
		if ( material.wireframe === true ) {

751
			index = geometries.getWireframeAttribute( geometry );
752
			rangeFactor = 2;
753 754 755

		}

M
Mr.doob 已提交
756
		var attribute;
M
Mr.doob 已提交
757
		var renderer = bufferRenderer;
758

759
		if ( index !== null ) {
760

M
Mr.doob 已提交
761
			attribute = attributes.get( index );
762

763
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
764
			renderer.setIndex( attribute );
765

766
		}
M
Mr.doob 已提交
767

768
		if ( updateBuffers ) {
M
Mr.doob 已提交
769

770
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
771

772
			if ( index !== null ) {
773

M
Mr.doob 已提交
774
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
775 776 777

			}

778
		}
779

780 781
		//

782
		var dataCount = Infinity;
783

M
Mr.doob 已提交
784
		if ( index !== null ) {
785

M
Mr.doob 已提交
786
			dataCount = index.count;
787

M
Mr.doob 已提交
788
		} else if ( position !== undefined ) {
789

M
Mr.doob 已提交
790
			dataCount = position.count;
791

M
Mr.doob 已提交
792
		}
793

M
Mr.doob 已提交
794 795
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
796

M
Mr.doob 已提交
797 798
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
799

M
Mr.doob 已提交
800
		var drawStart = Math.max( rangeStart, groupStart );
801
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
802 803 804

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

805 806
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
807
		//
808

809
		if ( object.isMesh ) {
810

811
			if ( material.wireframe === true ) {
812

813
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
814
				renderer.setMode( _gl.LINES );
815

816
			} else {
M
Mr.doob 已提交
817 818

				switch ( object.drawMode ) {
819

R
Rich Harris 已提交
820
					case TrianglesDrawMode:
B
Ben Adams 已提交
821 822 823
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
828
					case TriangleFanDrawMode:
B
Ben Adams 已提交
829 830 831 832
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
833

834
			}
835

836

837
		} else if ( object.isLine ) {
838

839
			var lineWidth = material.linewidth;
840

841
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
842

843
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
844

845
			if ( object.isLineSegments ) {
846

847
				renderer.setMode( _gl.LINES );
848

849 850 851 852
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

853
			} else {
854

855
				renderer.setMode( _gl.LINE_STRIP );
856 857

			}
M
Mr.doob 已提交
858

859
		} else if ( object.isPoints ) {
860 861

			renderer.setMode( _gl.POINTS );
862

863 864 865 866
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

867
		}
868

T
Takahiro 已提交
869
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
870 871 872

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
873
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
874

J
jfranc 已提交
875
			}
876 877 878

		} else {

M
Mr.doob 已提交
879
			renderer.render( drawStart, drawCount );
880

M
Mr.doob 已提交
881 882 883 884
		}

	};

885
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
886

A
Alex Goldring 已提交
887
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
888

889
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
890

891
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
892
				return;
B
Ben Adams 已提交
893

M
Mr.doob 已提交
894 895 896
			}

		}
B
Ben Adams 已提交
897

898 899
		state.initAttributes();

900
		var geometryAttributes = geometry.attributes;
901

902
		var programAttributes = program.getAttributes();
903

904
		var materialDefaultAttributeValues = material.defaultAttributeValues;
905

906
		for ( var name in programAttributes ) {
907

908
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
909

M
Mr.doob 已提交
910
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
911

912
				var geometryAttribute = geometryAttributes[ name ];
913

M
Mr.doob 已提交
914
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
915

916
					var normalized = geometryAttribute.normalized;
917
					var size = geometryAttribute.itemSize;
918

M
Mr.doob 已提交
919
					var attribute = attributes.get( geometryAttribute );
920

921 922 923 924
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
925 926 927
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
928

A
aardgoose 已提交
929
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
930

M
Mr.doob 已提交
931 932 933 934
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
935
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
936

937
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
938

M
Mr.doob 已提交
939
							if ( geometry.maxInstancedCount === undefined ) {
940

D
dubejf 已提交
941
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
942

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

M
Mr.doob 已提交
945
						} else {
B
Ben Adams 已提交
946

M
Mr.doob 已提交
947
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
948

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

M
Mr.doob 已提交
951
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
952
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
953

M
Mr.doob 已提交
954
					} else {
B
Ben Adams 已提交
955

A
aardgoose 已提交
956
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
957

958
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
961

D
dubejf 已提交
962
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964
							}
B
Ben Adams 已提交
965

M
Mr.doob 已提交
966 967 968 969
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
972
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
973
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
974

B
Ben Adams 已提交
975
					}
M
Mr.doob 已提交
976

977 978
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
979
					var value = materialDefaultAttributeValues[ name ];
980

981
					if ( value !== undefined ) {
M
Mr.doob 已提交
982

983
						switch ( value.length ) {
M
Mr.doob 已提交
984

985 986 987
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
988

989 990 991
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
992

993 994 995
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
996

997 998
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
999 1000

						}
M
Mr.doob 已提交
1001 1002 1003 1004 1005 1006 1007 1008

					}

				}

			}

		}
1009

1010
		state.disableUnusedAttributes();
1011

M
Mr.doob 已提交
1012 1013
	}

M
Mr.doob 已提交
1014
	// Compile
M
Mr.doob 已提交
1015

M
Mr.doob 已提交
1016
	this.compile = function ( scene, camera ) {
1017

M
Mr.doob 已提交
1018
		currentRenderState = renderStates.get( scene, camera );
1019
		currentRenderState.init();
1020

M
Mr.doob 已提交
1021
		scene.traverse( function ( object ) {
G
gero3 已提交
1022 1023

			if ( object.isLight ) {
M
Mr.doob 已提交
1024

1025
				currentRenderState.pushLight( object );
1026 1027 1028

				if ( object.castShadow ) {

1029
					currentRenderState.pushShadow( object );
1030 1031

				}
M
Mr.doob 已提交
1032

G
gero3 已提交
1033
			}
M
Mr.doob 已提交
1034 1035 1036

		} );

1037
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1038 1039 1040 1041 1042

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1043
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1044

G
gero3 已提交
1045
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1046 1047 1048

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

G
gero3 已提交
1049
					}
M
Mr.doob 已提交
1050

G
gero3 已提交
1051
				} else {
M
Mr.doob 已提交
1052 1053 1054

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

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

G
gero3 已提交
1057
			}
M
Mr.doob 已提交
1058 1059

		} );
G
gero3 已提交
1060 1061

	};
1062

1063
	// Animation Loop
M
Mr.doob 已提交
1064

M
Mr.doob 已提交
1065
	var onAnimationFrameCallback = null;
1066

1067
	function onAnimationFrame( time ) {
1068

M
Mr.doob 已提交
1069
		if ( vr.isPresenting() ) return;
1070
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1071

1072
	}
1073

M
Mr.doob 已提交
1074 1075
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1076 1077

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1078

1079
	this.setAnimationLoop = function ( callback ) {
1080

M
Mr.doob 已提交
1081 1082
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1083

1084 1085
		animation.start();

1086 1087
	};

M
Mr.doob 已提交
1088 1089
	// Rendering

1090 1091
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1092
		var renderTarget, forceClear;
1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106

		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 ];

		}
1107

0
06wj 已提交
1108
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1109

1110
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1111 1112 1113 1114
			return;

		}

1115 1116
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1117 1118
		// reset caching for this frame

M
Mr.doob 已提交
1119 1120
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1121
		_currentGeometryProgram.wireframe = false;
1122
		_currentMaterialId = - 1;
1123
		_currentCamera = null;
M
Mr.doob 已提交
1124 1125 1126

		// update scene graph

1127
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1128 1129 1130

		// update camera matrices and frustum

1131
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1132

1133 1134 1135 1136 1137 1138
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1139 1140
		//

1141 1142
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1143

M
Marc-Sefan Cassola 已提交
1144
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1145

M
Mr.doob 已提交
1146 1147 1148
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1149
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1150
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1151

1152 1153 1154
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1155
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1156

M
Mr.doob 已提交
1157
		if ( _this.sortObjects === true ) {
1158

1159
			currentRenderList.sort();
M
Mr.doob 已提交
1160

1161 1162
		}

M
Mr.doob 已提交
1163
		//
M
Mr.doob 已提交
1164

T
tschw 已提交
1165
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1166

1167
		var shadowsArray = currentRenderState.state.shadowsArray;
1168

1169
		shadowMap.render( shadowsArray, scene, camera );
1170

1171
		currentRenderState.setupLights( camera );
1172

T
tschw 已提交
1173
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1174

M
Mr.doob 已提交
1175 1176
		//

A
Atrahasis 已提交
1177
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1178

1179
		if ( renderTarget !== undefined ) {
1180

1181
			this.setRenderTarget( renderTarget );
1182

1183
		}
1184

1185
		if ( multiview.isEnabled() ) {
1186

1187
			multiview.attachRenderTarget( camera );
1188

1189
		}
1190

M
Mr.doob 已提交
1191 1192
		//

1193
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1194

1195
		// render scene
M
Mr.doob 已提交
1196

1197 1198 1199
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1200 1201
		if ( scene.overrideMaterial ) {

1202
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1203

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

M
Mr.doob 已提交
1207 1208
		} else {

1209 1210
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1211
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1212 1213 1214

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

M
Mr.doob 已提交
1215
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1216

1217
		}
M
Mr.doob 已提交
1218

1219
		//
M
Mr.doob 已提交
1220

1221 1222 1223 1224
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1225
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1226

1227 1228
			// Generate mipmap if we're using any kind of mipmap filtering

1229
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1230

M
Mugen87 已提交
1231
			// resolve multisample renderbuffers to a single-sample texture if necessary
1232

1233
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1234

M
Mr.doob 已提交
1235 1236
		}

1237
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1238

1239 1240 1241
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1242

1243
		state.setPolygonOffset( false );
1244

1245
		if ( multiview.isEnabled() ) {
1246

1247
			multiview.detachRenderTarget( camera );
1248 1249 1250

		}

M
Mr.doob 已提交
1251
		if ( vr.enabled ) {
1252

1253
			vr.submitFrame();
1254

M
Mr.doob 已提交
1255
		}
M
Mr.doob 已提交
1256

M
Mr.doob 已提交
1257 1258
		// _gl.finish();

1259
		currentRenderList = null;
1260
		currentRenderState = null;
1261

M
Mr.doob 已提交
1262
	};
M
Mr.doob 已提交
1263

1264
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1265

1266
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1267

1268
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1269

1270
		if ( visible ) {
1271

1272 1273 1274 1275
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1276 1277
			} else if ( object.isLOD ) {

1278
				if ( object.autoUpdate === true ) object.update( camera );
T
Takahiro 已提交
1279

1280
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1281

1282
				currentRenderState.pushLight( object );
1283 1284 1285

				if ( object.castShadow ) {

1286
					currentRenderState.pushShadow( object );
1287 1288

				}
M
Mr.doob 已提交
1289

1290
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1291

1292
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1293

1294 1295 1296 1297 1298 1299 1300 1301 1302 1303
					if ( sortObjects ) {

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

					}

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

1304 1305 1306 1307 1308
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1309

1310
				}
M
Mr.doob 已提交
1311

1312
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1313

1314
				if ( sortObjects ) {
M
Mr.doob 已提交
1315

1316 1317
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1318

1319
				}
M
Mr.doob 已提交
1320

1321
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1322

1323
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1324

1325
				if ( object.isSkinnedMesh ) {
1326

1327
					object.skeleton.update();
1328

1329
				}
1330

1331
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1332

1333 1334 1335 1336 1337 1338
					if ( sortObjects ) {

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

					}
1339

1340 1341
					var geometry = objects.update( object );
					var material = object.material;
1342

1343
					if ( Array.isArray( material ) ) {
1344

1345
						var groups = geometry.groups;
1346

1347
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1348

1349 1350
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1351

1352
							if ( groupMaterial && groupMaterial.visible ) {
1353

1354
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1355 1356

							}
M
Mr.doob 已提交
1357

M
Mr.doob 已提交
1358
						}
M
Mr.doob 已提交
1359

1360
					} else if ( material.visible ) {
1361

1362
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1363

1364
					}
M
Mr.doob 已提交
1365

1366
				}
M
Mr.doob 已提交
1367

1368
			}
M
Mr.doob 已提交
1369

M
Mr.doob 已提交
1370
		}
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372
		var children = object.children;
M
Mr.doob 已提交
1373

M
Mr.doob 已提交
1374 1375
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1376
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1377

1378
		}
1379

1380
	}
M
Mr.doob 已提交
1381

1382
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1383

1384
		if ( multiview.isEnabled() ) {
1385

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

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

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

1395
				renderObject(	object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1396

1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410
			}

		} else {

			for ( var i = 0, l = renderList.length; i < l; i ++ ) {

				var renderItem = renderList[ i ];

				var object = renderItem.object;
				var geometry = renderItem.geometry;
				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
				var group = renderItem.group;

				if ( camera.isArrayCamera ) {
1411

1412
					_currentArrayCamera = camera;
M
Mr.doob 已提交
1413

1414
					var cameras = camera.cameras;
M
Mr.doob 已提交
1415

1416
					for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1417

1418
						var camera2 = cameras[ j ];
1419

1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437
						if ( object.layers.test( camera2.layers ) ) {

							if ( 'viewport' in camera2 ) { // XR

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

							} else {

								var bounds = camera2.bounds;

								var x = bounds.x * _width;
								var y = bounds.y * _height;
								var width = bounds.z * _width;
								var height = bounds.w * _height;

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

							}
1438

1439
							currentRenderState.setupLights( camera2 );
1440

1441 1442 1443
							renderObject( object, scene, camera2, geometry, material, group );

						}
1444 1445

					}
M
Mr.doob 已提交
1446

1447
				} else {
1448

1449
					_currentArrayCamera = null;
M
Mr.doob 已提交
1450

1451
					renderObject( object, scene, camera, geometry, material, group );
1452

1453
				}
M
Mr.doob 已提交
1454

M
Mr.doob 已提交
1455
			}
M
Mr.doob 已提交
1456

1457
		}
M
Mr.doob 已提交
1458

1459
	}
G
gero3 已提交
1460

M
Mr.doob 已提交
1461 1462
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1463
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1464
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1465

1466 1467
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1468 1469 1470

		if ( object.isImmediateRenderObject ) {

1471
			state.setMaterial( material );
M
Mr.doob 已提交
1472 1473 1474

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

M
Mr.doob 已提交
1475 1476
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1477
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1480 1481 1482

		} else {

M
Mugen87 已提交
1483
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1484 1485 1486

		}

M
Mr.doob 已提交
1487
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1488
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1489

M
Mr.doob 已提交
1490 1491
	}

1492
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1493

1494
		var materialProperties = properties.get( material );
G
gero3 已提交
1495

1496 1497
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1498

A
aardgoose 已提交
1499
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1500

T
tschw 已提交
1501
		var parameters = programCache.getParameters(
1502
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1503

G
gero3 已提交
1504
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1505

1506
		var program = materialProperties.program;
T
tschw 已提交
1507
		var programChange = true;
1508

1509
		if ( program === undefined ) {
B
Ben Adams 已提交
1510

M
Mr.doob 已提交
1511 1512
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1513

1514
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1515

M
Mr.doob 已提交
1516
			// changed glsl or parameters
1517
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1518

A
aardgoose 已提交
1519
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1520

A
aardgoose 已提交
1521
			materialProperties.lightsStateVersion = lightsStateVersion;
1522 1523 1524

			programChange = false;

G
gero3 已提交
1525
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1526

T
tschw 已提交
1527
			// same glsl and uniform list
T
tschw 已提交
1528 1529
			return;

T
tschw 已提交
1530
		} else {
B
Ben Adams 已提交
1531

T
tschw 已提交
1532 1533
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1534 1535 1536

		}

1537
		if ( programChange ) {
B
Ben Adams 已提交
1538

1539
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1540

R
Rich Harris 已提交
1541
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1542

1543
				materialProperties.shader = {
1544
					name: material.type,
M
Mr.doob 已提交
1545
					uniforms: cloneUniforms( shader.uniforms ),
1546
					vertexShader: shader.vertexShader,
1547
					fragmentShader: shader.fragmentShader
1548
				};
B
Ben Adams 已提交
1549

1550
			} else {
B
Ben Adams 已提交
1551

1552
				materialProperties.shader = {
1553 1554 1555
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1556
					fragmentShader: material.fragmentShader
1557
				};
G
gero3 已提交
1558

1559
			}
G
gero3 已提交
1560

1561
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1562

1563
			// Computing code again as onBeforeCompile may have changed the shaders
1564 1565
			code = programCache.getProgramCode( material, parameters );

1566
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1567

1568 1569
			materialProperties.program = program;
			material.program = program;
1570 1571 1572

		}

1573
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1574 1575 1576 1577 1578

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1579
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1580

1581
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1595
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1596

1597
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1598 1599 1600 1601 1602 1603 1604 1605 1606

					material.numSupportedMorphNormals ++;

				}

			}

		}

1607
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1608

1609
		if ( ! material.isShaderMaterial &&
1610 1611
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1612

T
tschw 已提交
1613
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1614
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1615
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1616 1617 1618

		}

1619
		materialProperties.fog = fog;
1620

1621
		// store the light setup it was created for
1622

A
aardgoose 已提交
1623
		materialProperties.lightsStateVersion = lightsStateVersion;
1624

M
Mr.doob 已提交
1625
		if ( material.lights ) {
1626 1627 1628

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

1629
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1630
			uniforms.lightProbe.value = lights.state.probe;
1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642
			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;
1643
			// TODO (abelnation): add area lights shadow info to uniforms
1644

1645 1646
		}

T
tschw 已提交
1647 1648
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1649
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1650

T
tschw 已提交
1651
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1652

M
Mr.doob 已提交
1653
	}
M
Mr.doob 已提交
1654

1655
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1656

1657
		textures.resetTextureUnits();
M
Mr.doob 已提交
1658

1659
		var materialProperties = properties.get( material );
1660
		var lights = currentRenderState.state.lights;
1661

T
tschw 已提交
1662 1663 1664 1665 1666
		if ( _clippingEnabled ) {

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

				var useCache =
1667 1668
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1669 1670 1671 1672

				// 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
1673
				_clipping.setState(
1674 1675
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1676 1677 1678 1679 1680

			}

		}

1681
		if ( material.needsUpdate === false ) {
1682

1683
			if ( materialProperties.program === undefined ) {
1684

1685
				material.needsUpdate = true;
1686

1687
			} else if ( material.fog && materialProperties.fog !== fog ) {
1688

M
Mr.doob 已提交
1689
				material.needsUpdate = true;
1690

A
aardgoose 已提交
1691
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1692

1693
				material.needsUpdate = true;
1694

1695
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1696
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1697
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1698 1699 1700

				material.needsUpdate = true;

1701
			}
1702 1703 1704 1705

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1706

1707
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1708 1709 1710 1711
			material.needsUpdate = false;

		}

1712
		var refreshProgram = false;
M
Mr.doob 已提交
1713
		var refreshMaterial = false;
1714
		var refreshLights = false;
M
Mr.doob 已提交
1715

1716
		var program = materialProperties.program,
1717
			p_uniforms = program.getUniforms(),
1718
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1719

1720
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1721

1722
			refreshProgram = true;
M
Mr.doob 已提交
1723
			refreshMaterial = true;
1724
			refreshLights = true;
M
Mr.doob 已提交
1725 1726 1727 1728 1729 1730

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1731

M
Mr.doob 已提交
1732 1733 1734 1735
			refreshMaterial = true;

		}

1736
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1737

1738
			if ( material.supportsMultiview && multiview.isEnabled() ) {
1739

1740
				multiview.updateCameraProjectionMatrices( camera, p_uniforms );
1741 1742 1743 1744 1745 1746

			} else {

				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

			}
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1747

G
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1748
			if ( capabilities.logarithmicDepthBuffer ) {
1749

T
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1750
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1751
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1752 1753 1754

			}

1755
			if ( _currentCamera !== camera ) {
1756

1757
				_currentCamera = camera;
1758 1759 1760 1761 1762 1763

				// 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
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1764
				refreshLights = true;		// remains set until update done
1765 1766

			}
M
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1767

1768 1769 1770
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1771
			if ( material.isShaderMaterial ||
1772 1773 1774
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1775

T
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1776 1777 1778
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1779

T
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1780
					uCamPos.setValue( _gl,
1781
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1782 1783 1784 1785 1786

				}

			}

1787
			if ( material.isMeshPhongMaterial ||
1788 1789 1790 1791
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1792
				material.skinning ) {
1793

1794
				if ( material.supportsMultiview && multiview.isEnabled() ) {
1795

1796
					multiview.updateCameraViewMatrices( camera, p_uniforms );
1797 1798 1799 1800 1801 1802

				} else {

					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

				}
1803 1804 1805

			}

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1806 1807 1808 1809 1810 1811
		}

		// 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

1812
		if ( material.skinning ) {
M
Mr.doob 已提交
1813

T
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1814 1815
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1816

T
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1817
			var skeleton = object.skeleton;
1818

T
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1819
			if ( skeleton ) {
1820

1821 1822
				var bones = skeleton.bones;

1823
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1824

1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835
					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
1836
						size = _Math.ceilPowerOfTwo( size );
1837 1838 1839 1840 1841 1842
						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 );
1843
						boneTexture.needsUpdate = true;
1844 1845 1846 1847 1848 1849 1850

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

					}

1851
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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1852
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1853

T
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1854
				} else {
M
Mr.doob 已提交
1855

T
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1856
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1857 1858 1859 1860 1861 1862 1863 1864 1865

				}

			}

		}

		if ( refreshMaterial ) {

1866 1867 1868
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1869
			if ( material.lights ) {
M
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1870

1871
				// the current material requires lighting info
M
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1872

T
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1873 1874 1875 1876 1877 1878
				// 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
1879

T
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1880
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1881

T
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1882
			}
G
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1883

T
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1884
			// refresh uniforms common to several materials
G
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1885

T
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1886
			if ( fog && material.fog ) {
G
gero3 已提交
1887

T
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1888
				refreshUniformsFog( m_uniforms, fog );
M
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1889 1890 1891

			}

1892
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1893 1894 1895

				refreshUniformsCommon( m_uniforms, material );

1896
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1897

1898 1899
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1900

1901
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1902

1903
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1904

1905
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1906

1907
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1908

1909
				} else {
1910

1911
					refreshUniformsPhong( m_uniforms, material );
1912

1913
				}
T
Takahiro 已提交
1914

1915
			} else if ( material.isMeshStandardMaterial ) {
T
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1916

1917
				refreshUniformsCommon( m_uniforms, material );
1918

1919
				if ( material.isMeshPhysicalMaterial ) {
1920

1921
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1922

1923
				} else {
W
WestLangley 已提交
1924

1925
					refreshUniformsStandard( m_uniforms, material );
W
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1926

1927
				}
W
WestLangley 已提交
1928

W
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1929 1930 1931 1932 1933 1934
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1935
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1936

1937
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1938
				refreshUniformsDepth( m_uniforms, material );
1939

W
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1940
			} else if ( material.isMeshDistanceMaterial ) {
1941

1942
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1943
				refreshUniformsDistance( m_uniforms, material );
1944

1945
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1946

1947
				refreshUniformsCommon( m_uniforms, material );
1948
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1949

1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1964 1965 1966 1967
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1968 1969
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1970
				m_uniforms.color.value.copy( material.color );
1971 1972
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1973 1974
			}

M
Mr.doob 已提交
1975 1976 1977
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1978 1979
			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
1980

1981
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
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1982 1983 1984

		}

1985 1986
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1987
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1988 1989 1990
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1991

1992 1993 1994 1995 1996 1997
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1998
		// common matrices
M
Mr.doob 已提交
1999

2000 2001
		if ( material.supportsMultiview && multiview.isEnabled() ) {

2002
			multiview.updateObjectMatrices( object, camera, p_uniforms );
2003 2004 2005 2006 2007 2008 2009 2010

		} else {

			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );

		}

T
tschw 已提交
2011
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
2012

T
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2013
		return program;
A
arose 已提交
2014 2015 2016

	}

M
Mr.doob 已提交
2017 2018
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
2019
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
2020 2021 2022

		uniforms.opacity.value = material.opacity;

2023 2024
		if ( material.color ) {

T
Takahiro 已提交
2025
			uniforms.diffuse.value.copy( material.color );
2026 2027

		}
M
Mr.doob 已提交
2028

2029
		if ( material.emissive ) {
M
Mr.doob 已提交
2030

2031
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2032 2033 2034

		}

2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060
		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
2061
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2062 2063 2064 2065

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

2066
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2067

2068
		}
M
Mr.doob 已提交
2069

2070 2071 2072 2073 2074 2075 2076
		if ( material.lightMap ) {

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

		}

2077
		if ( material.aoMap ) {
2078

2079 2080
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2081 2082 2083

		}

M
Mr.doob 已提交
2084
		// uv repeat and offset setting priorities
M
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2085 2086 2087 2088 2089
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2090
		// 6. emissive map
M
Mr.doob 已提交
2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2102 2103 2104 2105
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2106 2107 2108 2109 2110 2111 2112 2113
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2114 2115 2116 2117 2118 2119 2120 2121
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2122 2123 2124 2125
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2126 2127 2128 2129
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2130 2131 2132 2133
		}

		if ( uvScaleMap !== undefined ) {

2134
			// backwards compatibility
2135
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2136 2137 2138 2139 2140

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2141
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2142

W
WestLangley 已提交
2143
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2144

W
WestLangley 已提交
2145
			}
2146

2147
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2148 2149 2150

		}

M
Mr.doob 已提交
2151
	}
M
Mr.doob 已提交
2152

M
Mr.doob 已提交
2153
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2154

T
Takahiro 已提交
2155
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2156 2157
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2158
	}
M
Mr.doob 已提交
2159

M
Mr.doob 已提交
2160
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2161 2162 2163 2164 2165

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

M
Mr.doob 已提交
2166
	}
M
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2167

M
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2168
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2169

T
Takahiro 已提交
2170
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2171
		uniforms.opacity.value = material.opacity;
2172
		uniforms.size.value = material.size * _pixelRatio;
2173
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2174 2175 2176

		uniforms.map.value = material.map;

2177 2178
		if ( material.map !== null ) {

W
WestLangley 已提交
2179
			if ( material.map.matrixAutoUpdate === true ) {
2180

W
WestLangley 已提交
2181
				material.map.updateMatrix();
W
WestLangley 已提交
2182 2183

			}
2184

2185
			uniforms.uvTransform.value.copy( material.map.matrix );
2186 2187 2188

		}

2189 2190 2191 2192
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2193
		uniforms.diffuse.value.copy( material.color );
2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209
		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
2210
	}
M
Mr.doob 已提交
2211

M
Mr.doob 已提交
2212
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2213

T
Takahiro 已提交
2214
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2215

2216
		if ( fog.isFog ) {
M
Mr.doob 已提交
2217 2218 2219 2220

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

2221
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2222 2223 2224 2225 2226

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2227
	}
M
Mr.doob 已提交
2228

M
Mr.doob 已提交
2229
	function refreshUniformsLambert( uniforms, material ) {
2230 2231 2232 2233 2234 2235 2236 2237 2238

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2239
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2240

T
Takahiro 已提交
2241
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2242
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2243

2244
		if ( material.emissiveMap ) {
2245

2246
			uniforms.emissiveMap.value = material.emissiveMap;
2247

2248
		}
M
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2249

2250 2251 2252 2253
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2254
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2255

2256
		}
M
Mr.doob 已提交
2257

2258 2259 2260 2261
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2262
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2263 2264

		}
M
Mr.doob 已提交
2265

2266 2267 2268 2269 2270
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2271

2272
		}
2273

T
Takahiro 已提交
2274 2275 2276 2277 2278 2279
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2280
		if ( material.gradientMap ) {
T
Takahiro 已提交
2281

T
Takahiro 已提交
2282
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2283 2284 2285

		}

2286 2287
	}

M
Mr.doob 已提交
2288
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314

		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;
2315
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
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2316 2317 2318 2319 2320 2321 2322

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2323
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

M
Mr.doob 已提交
2344
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2345

2346 2347 2348 2349
		refreshUniformsStandard( uniforms, material );

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

2350 2351
		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
2352
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
2353

2354
		if ( material.clearcoatNormalMap ) {
2355

2356 2357
			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
2358

A
Linting  
arobertson0 已提交
2359 2360
			if ( material.side === BackSide ) {

2361
				uniforms.clearcoatNormalScale.value.negate();
A
Linting  
arobertson0 已提交
2362

A
arobertson0 已提交
2363
			}
A
arobertson0 已提交
2364 2365

		}
2366

2367 2368
		uniforms.transparency.value = material.transparency;

W
WestLangley 已提交
2369 2370
	}

W
WestLangley 已提交
2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404
	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;

		}

	}

W
WestLangley 已提交
2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432
	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;

	}

2433 2434 2435 2436 2437 2438
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2439
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2440 2441 2442 2443 2444 2445 2446

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2447
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460

		}

		if ( material.displacementMap ) {

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

		}

	}

2461 2462
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2463
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2464

M
Mr.doob 已提交
2465
		uniforms.ambientLightColor.needsUpdate = value;
W
WestLangley 已提交
2466
		uniforms.lightProbe.needsUpdate = value;
2467

B
Ben Houston 已提交
2468 2469 2470
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2471
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2472
		uniforms.hemisphereLights.needsUpdate = value;
2473

M
Mr.doob 已提交
2474
	}
2475

2476 2477 2478
	//
	this.setFramebuffer = function ( value ) {

M
Mr.doob 已提交
2479
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2480

2481 2482 2483 2484
		_framebuffer = value;

	};

2485 2486 2487 2488 2489 2490
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

2491
	this.getActiveMipmapLevel = function () {
2492 2493 2494 2495 2496

		return _currentActiveMipmapLevel;

	};

2497
	this.getRenderTarget = function () {
2498 2499 2500

		return _currentRenderTarget;

M
Michael Herzog 已提交
2501
	};
2502

2503
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
M
Mr.doob 已提交
2504

2505
		_currentRenderTarget = renderTarget;
2506
		_currentActiveCubeFace = activeCubeFace;
2507
		_currentActiveMipmapLevel = activeMipmapLevel;
2508

2509
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2510

2511
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2512 2513 2514

		}

2515
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2516
		var isCube = false;
M
Mr.doob 已提交
2517 2518 2519

		if ( renderTarget ) {

M
Mr.doob 已提交
2520
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2521

M
Mr.doob 已提交
2522
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2523

2524
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
Mr.doob 已提交
2525
				isCube = true;
M
Mr.doob 已提交
2526

2527 2528 2529 2530
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2531 2532
			} else {

M
Mr.doob 已提交
2533
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2534 2535 2536

			}

M
Mr.doob 已提交
2537
			_currentViewport.copy( renderTarget.viewport );
2538 2539
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2540

M
Mr.doob 已提交
2541 2542
		} else {

2543 2544
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2545
			_currentScissorTest = _scissorTest;
2546

M
Mr.doob 已提交
2547 2548
		}

M
Mr.doob 已提交
2549
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2550 2551 2552 2553 2554 2555

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

		}

M
Mr.doob 已提交
2556
		state.viewport( _currentViewport );
2557 2558
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2559

M
Mr.doob 已提交
2560 2561 2562
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2563
			_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
2564 2565 2566

		}

M
Mr.doob 已提交
2567 2568
	};

2569
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2570

0
06wj 已提交
2571
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2572

2573
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2574
			return;
2575

G
gero3 已提交
2576
		}
2577

M
Mr.doob 已提交
2578
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2579

2580
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2581 2582 2583 2584 2585

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

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

G
gero3 已提交
2588
			var restore = false;
2589

M
Mr.doob 已提交
2590
			if ( framebuffer !== _currentFramebuffer ) {
2591

M
Mr.doob 已提交
2592
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2593

G
gero3 已提交
2594
				restore = true;
2595

G
gero3 已提交
2596
			}
2597

M
Mr.doob 已提交
2598
			try {
2599

M
Mr.doob 已提交
2600
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2601 2602
				var textureFormat = texture.format;
				var textureType = texture.type;
2603

2604
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2605

M
Mr.doob 已提交
2606 2607
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2608

M
Mr.doob 已提交
2609
				}
2610

2611
				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
2612 2613
					! ( 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' ) ) ) ) {
2614

M
Mr.doob 已提交
2615 2616
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2617

M
Mr.doob 已提交
2618
				}
2619

M
Mr.doob 已提交
2620
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2621

2622 2623
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2624
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2625

2626
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2627 2628

					}
2629

M
Mr.doob 已提交
2630
				} else {
M
Mr.doob 已提交
2631

M
Mr.doob 已提交
2632 2633 2634
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2635

M
Mr.doob 已提交
2636
			} finally {
M
Mr.doob 已提交
2637

M
Mr.doob 已提交
2638 2639 2640
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2641

M
Mr.doob 已提交
2642 2643 2644
				}

			}
M
Mr.doob 已提交
2645 2646 2647

		}

M
Mr.doob 已提交
2648 2649
	};

2650
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2651 2652 2653

		var width = texture.image.width;
		var height = texture.image.height;
2654
		var glFormat = utils.convert( texture.format );
2655

2656
		textures.setTexture2D( texture, 0 );
2657

2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668
		_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 );

2669
		textures.setTexture2D( dstTexture, 0 );
2670

2671 2672 2673 2674 2675 2676 2677 2678 2679
		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 );

		}
2680 2681 2682

	};

M
Mr.doob 已提交
2683
	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
R
Rich Harris 已提交
2684

M
Mugen87 已提交
2685 2686
		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2687
	}
R
Rich Harris 已提交
2688

M
Mr.doob 已提交
2689
}
T
Tristan VALCKE 已提交
2690

2691
export { WebGLRenderer };