WebGLRenderer.js 60.4 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 { 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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		_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: true
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	};
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	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).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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	// 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

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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		properties.remove( material );
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	}
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	function releaseMaterialProgramReference( material ) {
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		var programInfo = properties.get( material ).program;
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Mr.doob 已提交
623 624 625

		material.program = undefined;

626
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
627

628
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
629

M
Mr.doob 已提交
630 631
		}

632
	}
M
Mr.doob 已提交
633 634 635

	// Buffer rendering

M
Mr.doob 已提交
636
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
637 638 639

		object.render( function ( object ) {

M
Mr.doob 已提交
640
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
641 642 643 644 645

		} );

	}

M
Mugen87 已提交
646
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
647

648
		state.initAttributes();
649

650
		var buffers = properties.get( object );
651

652 653 654 655
		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
656

657
		var programAttributes = program.getAttributes();
658

M
Mr.doob 已提交
659 660
		if ( object.hasPositions ) {

661
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
662
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
663

664 665
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
666 667 668 669 670

		}

		if ( object.hasNormals ) {

671
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
672
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
673

674 675
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

679
		if ( object.hasUvs ) {
M
Mr.doob 已提交
680

681
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
682
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
683

684
			state.enableAttribute( programAttributes.uv );
685
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
686 687 688

		}

689
		if ( object.hasColors ) {
M
Mr.doob 已提交
690

691
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
692
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
693

694 695
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
696 697 698

		}

699
		state.disableUnusedAttributes();
700

M
Mr.doob 已提交
701 702 703 704 705 706
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

707
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
708

709
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
710 711

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
712

M
Mr.doob 已提交
713
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
714

M
Mr.doob 已提交
715
		var updateBuffers = false;
M
Mr.doob 已提交
716

717 718 719
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
720

M
Mr.doob 已提交
721 722
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
723
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
724 725 726 727
			updateBuffers = true;

		}

728
		if ( object.morphTargetInfluences ) {
729

730
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
731 732 733 734 735

			updateBuffers = true;

		}

736 737
		//

738
		var index = geometry.index;
739
		var position = geometry.attributes.position;
740
		var rangeFactor = 1;
741

742 743
		if ( material.wireframe === true ) {

744
			index = geometries.getWireframeAttribute( geometry );
745
			rangeFactor = 2;
746 747 748

		}

M
Mr.doob 已提交
749
		var attribute;
M
Mr.doob 已提交
750
		var renderer = bufferRenderer;
751

752
		if ( index !== null ) {
753

M
Mr.doob 已提交
754
			attribute = attributes.get( index );
755

756
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
757
			renderer.setIndex( attribute );
758

759
		}
M
Mr.doob 已提交
760

761
		if ( updateBuffers ) {
M
Mr.doob 已提交
762

763
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
764

765
			if ( index !== null ) {
766

M
Mr.doob 已提交
767
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
768 769 770

			}

771
		}
772

773 774
		//

775
		var dataCount = Infinity;
776

M
Mr.doob 已提交
777
		if ( index !== null ) {
778

M
Mr.doob 已提交
779
			dataCount = index.count;
780

M
Mr.doob 已提交
781
		} else if ( position !== undefined ) {
782

M
Mr.doob 已提交
783
			dataCount = position.count;
784

M
Mr.doob 已提交
785
		}
786

M
Mr.doob 已提交
787 788
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
789

M
Mr.doob 已提交
790 791
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
792

M
Mr.doob 已提交
793
		var drawStart = Math.max( rangeStart, groupStart );
794
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
795 796 797

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

798 799
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
800
		//
801

802
		if ( object.isMesh ) {
803

804
			if ( material.wireframe === true ) {
805

806
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
807
				renderer.setMode( _gl.LINES );
808

809
			} else {
M
Mr.doob 已提交
810 811

				switch ( object.drawMode ) {
812

R
Rich Harris 已提交
813
					case TrianglesDrawMode:
B
Ben Adams 已提交
814 815 816
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
817
					case TriangleStripDrawMode:
B
Ben Adams 已提交
818 819 820
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
821
					case TriangleFanDrawMode:
B
Ben Adams 已提交
822 823 824 825
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
826

827
			}
828

829

830
		} else if ( object.isLine ) {
831

832
			var lineWidth = material.linewidth;
833

834
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
835

836
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
837

838
			if ( object.isLineSegments ) {
839

840
				renderer.setMode( _gl.LINES );
841

842 843 844 845
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

846
			} else {
847

848
				renderer.setMode( _gl.LINE_STRIP );
849 850

			}
M
Mr.doob 已提交
851

852
		} else if ( object.isPoints ) {
853 854

			renderer.setMode( _gl.POINTS );
855

856 857 858 859
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

860
		}
861

T
Takahiro 已提交
862
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
863 864 865

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
866
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
867

J
jfranc 已提交
868
			}
869 870 871

		} else {

M
Mr.doob 已提交
872
			renderer.render( drawStart, drawCount );
873

M
Mr.doob 已提交
874 875 876 877
		}

	};

878
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
879

A
Alex Goldring 已提交
880
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
881

882
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
883

884
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
885
				return;
B
Ben Adams 已提交
886

M
Mr.doob 已提交
887 888 889
			}

		}
B
Ben Adams 已提交
890

891 892
		state.initAttributes();

893
		var geometryAttributes = geometry.attributes;
894

895
		var programAttributes = program.getAttributes();
896

897
		var materialDefaultAttributeValues = material.defaultAttributeValues;
898

899
		for ( var name in programAttributes ) {
900

901
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
902

M
Mr.doob 已提交
903
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
904

905
				var geometryAttribute = geometryAttributes[ name ];
906

M
Mr.doob 已提交
907
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
908

909
					var normalized = geometryAttribute.normalized;
910
					var size = geometryAttribute.itemSize;
911

M
Mr.doob 已提交
912
					var attribute = attributes.get( geometryAttribute );
913

914 915 916 917
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
918 919 920
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
921

A
aardgoose 已提交
922
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
923

M
Mr.doob 已提交
924 925 926 927
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
928
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
929

930
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
931

M
Mr.doob 已提交
932
							if ( geometry.maxInstancedCount === undefined ) {
933

D
dubejf 已提交
934
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
							}
B
Ben Adams 已提交
937

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

M
Mr.doob 已提交
940
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
941

M
Mr.doob 已提交
942
						}
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
945
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
946

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

A
aardgoose 已提交
949
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
950

951
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
952

M
Mr.doob 已提交
953
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
954

D
dubejf 已提交
955
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							}
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959 960 961 962
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
963
						}
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
966
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
967

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

970 971
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
972
					var value = materialDefaultAttributeValues[ name ];
973

974
					if ( value !== undefined ) {
M
Mr.doob 已提交
975

976
						switch ( value.length ) {
M
Mr.doob 已提交
977

978 979 980
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
981

982 983 984
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
985

986 987 988
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
989

990 991
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
992 993

						}
M
Mr.doob 已提交
994 995 996 997 998 999 1000 1001

					}

				}

			}

		}
1002

1003
		state.disableUnusedAttributes();
1004

M
Mr.doob 已提交
1005 1006
	}

M
Mr.doob 已提交
1007
	// Compile
M
Mr.doob 已提交
1008

M
Mr.doob 已提交
1009
	this.compile = function ( scene, camera ) {
1010

M
Mr.doob 已提交
1011
		currentRenderState = renderStates.get( scene, camera );
1012
		currentRenderState.init();
1013

M
Mr.doob 已提交
1014
		scene.traverse( function ( object ) {
G
gero3 已提交
1015 1016

			if ( object.isLight ) {
M
Mr.doob 已提交
1017

1018
				currentRenderState.pushLight( object );
1019 1020 1021

				if ( object.castShadow ) {

1022
					currentRenderState.pushShadow( object );
1023 1024

				}
M
Mr.doob 已提交
1025

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

		} );

1030
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1031 1032 1033 1034 1035

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1036
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1037

G
gero3 已提交
1038
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1039 1040 1041

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

G
gero3 已提交
1042
					}
M
Mr.doob 已提交
1043

G
gero3 已提交
1044
				} else {
M
Mr.doob 已提交
1045 1046 1047

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

G
gero3 已提交
1048
				}
M
Mr.doob 已提交
1049

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

		} );
G
gero3 已提交
1053 1054

	};
1055

1056
	// Animation Loop
M
Mr.doob 已提交
1057

M
Mr.doob 已提交
1058
	var onAnimationFrameCallback = null;
1059

1060
	function onAnimationFrame( time ) {
1061

M
Mr.doob 已提交
1062
		if ( vr.isPresenting() ) return;
1063
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1064

1065
	}
1066

M
Mr.doob 已提交
1067 1068
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1069 1070

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1071

1072
	this.setAnimationLoop = function ( callback ) {
1073

M
Mr.doob 已提交
1074 1075
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1076

1077 1078
		animation.start();

1079 1080
	};

M
Mr.doob 已提交
1081 1082
	// Rendering

1083 1084
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1085
		var renderTarget, forceClear;
1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099

		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 ];

		}
1100

0
06wj 已提交
1101
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1102

1103
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1104 1105 1106 1107
			return;

		}

1108 1109
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1110 1111
		// reset caching for this frame

M
Mr.doob 已提交
1112 1113
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1114
		_currentGeometryProgram.wireframe = false;
1115
		_currentMaterialId = - 1;
1116
		_currentCamera = null;
M
Mr.doob 已提交
1117 1118 1119

		// update scene graph

1120
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1121 1122 1123

		// update camera matrices and frustum

1124
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1125

1126 1127 1128 1129 1130 1131
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1132 1133
		//

1134 1135
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1136

M
Marc-Sefan Cassola 已提交
1137
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1138

M
Mr.doob 已提交
1139 1140 1141
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1142
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1143
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1144

1145 1146 1147
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1148
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1149

M
Mr.doob 已提交
1150
		if ( _this.sortObjects === true ) {
1151

1152
			currentRenderList.sort();
M
Mr.doob 已提交
1153

1154 1155
		}

M
Mr.doob 已提交
1156
		//
M
Mr.doob 已提交
1157

T
tschw 已提交
1158
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1159

1160
		var shadowsArray = currentRenderState.state.shadowsArray;
1161

1162
		shadowMap.render( shadowsArray, scene, camera );
1163

1164
		currentRenderState.setupLights( camera );
1165

T
tschw 已提交
1166
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1167

M
Mr.doob 已提交
1168 1169
		//

A
Atrahasis 已提交
1170
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1171

1172
		if ( renderTarget !== undefined ) {
1173

1174
			this.setRenderTarget( renderTarget );
1175 1176 1177

		}

M
Mr.doob 已提交
1178 1179
		//

1180
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1181

1182
		// render scene
M
Mr.doob 已提交
1183

1184 1185 1186
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1187 1188
		if ( scene.overrideMaterial ) {

1189
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1190

M
Mr.doob 已提交
1191 1192
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1193

M
Mr.doob 已提交
1194 1195
		} else {

1196 1197
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1198
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1199 1200 1201

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

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

1204
		}
M
Mr.doob 已提交
1205

1206
		//
M
Mr.doob 已提交
1207

1208 1209 1210 1211
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1212
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1213

1214 1215
			// Generate mipmap if we're using any kind of mipmap filtering

1216
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1217

M
Mugen87 已提交
1218
			// resolve multisample renderbuffers to a single-sample texture if necessary
1219

1220
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1221

M
Mr.doob 已提交
1222 1223
		}

1224
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1225

1226 1227 1228
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1229

1230
		state.setPolygonOffset( false );
1231

M
Mr.doob 已提交
1232
		if ( vr.enabled ) {
1233

1234
			vr.submitFrame();
1235

M
Mr.doob 已提交
1236
		}
M
Mr.doob 已提交
1237

M
Mr.doob 已提交
1238 1239
		// _gl.finish();

1240
		currentRenderList = null;
1241
		currentRenderState = null;
1242

M
Mr.doob 已提交
1243
	};
M
Mr.doob 已提交
1244

1245
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1246

1247
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1248

1249
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1250

1251
		if ( visible ) {
1252

1253 1254 1255 1256
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1257 1258
			} else if ( object.isLOD ) {

1259
				if ( object.autoUpdate === true ) object.update( camera );
T
Takahiro 已提交
1260

1261
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1262

1263
				currentRenderState.pushLight( object );
1264 1265 1266

				if ( object.castShadow ) {

1267
					currentRenderState.pushShadow( object );
1268 1269

				}
M
Mr.doob 已提交
1270

1271
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1272

1273
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1274

1275 1276 1277 1278 1279 1280 1281 1282 1283 1284
					if ( sortObjects ) {

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

					}

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

1285 1286 1287 1288 1289
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1290

1291
				}
M
Mr.doob 已提交
1292

1293
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1294

1295
				if ( sortObjects ) {
M
Mr.doob 已提交
1296

1297 1298
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1299

1300
				}
M
Mr.doob 已提交
1301

1302
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1303

1304
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1305

1306
				if ( object.isSkinnedMesh ) {
1307

1308
					object.skeleton.update();
1309

1310
				}
1311

1312
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1313

1314 1315 1316 1317 1318 1319
					if ( sortObjects ) {

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

					}
1320

1321 1322
					var geometry = objects.update( object );
					var material = object.material;
1323

1324
					if ( Array.isArray( material ) ) {
1325

1326
						var groups = geometry.groups;
1327

1328
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1329

1330 1331
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1332

1333
							if ( groupMaterial && groupMaterial.visible ) {
1334

1335
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1336 1337

							}
M
Mr.doob 已提交
1338

M
Mr.doob 已提交
1339
						}
M
Mr.doob 已提交
1340

1341
					} else if ( material.visible ) {
1342

1343
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1344

1345
					}
M
Mr.doob 已提交
1346

1347
				}
M
Mr.doob 已提交
1348

1349
			}
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351
		}
M
Mr.doob 已提交
1352

M
Mr.doob 已提交
1353
		var children = object.children;
M
Mr.doob 已提交
1354

M
Mr.doob 已提交
1355 1356
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1357
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1358

1359
		}
1360

1361
	}
M
Mr.doob 已提交
1362

1363
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1364

M
Mr.doob 已提交
1365
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1366

1367
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1368

1369
			var object = renderItem.object;
M
Mr.doob 已提交
1370 1371 1372
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1373

M
Mr.doob 已提交
1374
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1375

1376 1377
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1378
				var cameras = camera.cameras;
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1381

M
Mr.doob 已提交
1382
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1383

1384
					if ( object.layers.test( camera2.layers ) ) {
1385

1386
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1387

1388 1389
						currentRenderState.setupLights( camera2 );

1390 1391 1392
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1393

M
Mr.doob 已提交
1394
				}
1395

M
Mr.doob 已提交
1396
			} else {
M
Mr.doob 已提交
1397

1398 1399
				_currentArrayCamera = null;

M
Mr.doob 已提交
1400
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1401

M
Mr.doob 已提交
1402
			}
M
Mr.doob 已提交
1403

1404
		}
M
Mr.doob 已提交
1405

1406
	}
G
gero3 已提交
1407

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

M
Mugen87 已提交
1410
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1411
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1412

M
Mr.doob 已提交
1413 1414 1415 1416 1417
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1418
			state.setMaterial( material );
M
Mr.doob 已提交
1419 1420 1421

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

M
Mr.doob 已提交
1422 1423
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1424
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1425

M
Mr.doob 已提交
1426
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1427 1428 1429

		} else {

M
Mugen87 已提交
1430
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1431 1432 1433

		}

M
Mr.doob 已提交
1434
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1435
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1436

M
Mr.doob 已提交
1437 1438
	}

1439
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1440

1441
		var materialProperties = properties.get( material );
G
gero3 已提交
1442

1443 1444
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1445

A
aardgoose 已提交
1446
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1447

T
tschw 已提交
1448
		var parameters = programCache.getParameters(
1449
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1450

G
gero3 已提交
1451
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1452

1453
		var program = materialProperties.program;
T
tschw 已提交
1454
		var programChange = true;
1455

1456
		if ( program === undefined ) {
B
Ben Adams 已提交
1457

M
Mr.doob 已提交
1458 1459
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1460

1461
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1462

M
Mr.doob 已提交
1463
			// changed glsl or parameters
1464
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1465

A
aardgoose 已提交
1466
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1467

A
aardgoose 已提交
1468
			materialProperties.lightsStateVersion = lightsStateVersion;
1469 1470 1471

			programChange = false;

G
gero3 已提交
1472
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1473

T
tschw 已提交
1474
			// same glsl and uniform list
T
tschw 已提交
1475 1476
			return;

T
tschw 已提交
1477
		} else {
B
Ben Adams 已提交
1478

T
tschw 已提交
1479 1480
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1481 1482 1483

		}

1484
		if ( programChange ) {
B
Ben Adams 已提交
1485

1486
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1487

R
Rich Harris 已提交
1488
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1489

1490
				materialProperties.shader = {
1491
					name: material.type,
M
Mr.doob 已提交
1492
					uniforms: cloneUniforms( shader.uniforms ),
1493
					vertexShader: shader.vertexShader,
1494
					fragmentShader: shader.fragmentShader
1495
				};
B
Ben Adams 已提交
1496

1497
			} else {
B
Ben Adams 已提交
1498

1499
				materialProperties.shader = {
1500 1501 1502
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1503
					fragmentShader: material.fragmentShader
1504
				};
G
gero3 已提交
1505

1506
			}
G
gero3 已提交
1507

1508
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1509

1510
			// Computing code again as onBeforeCompile may have changed the shaders
1511 1512
			code = programCache.getProgramCode( material, parameters );

1513
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1514

1515 1516
			materialProperties.program = program;
			material.program = program;
1517 1518 1519

		}

1520
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1521 1522 1523 1524 1525

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1526
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1527

1528
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1542
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1543

1544
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1545 1546 1547 1548 1549 1550 1551 1552 1553

					material.numSupportedMorphNormals ++;

				}

			}

		}

1554
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1555

1556
		if ( ! material.isShaderMaterial &&
1557 1558
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1559

T
tschw 已提交
1560
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1561
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1562
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1563 1564 1565

		}

1566
		materialProperties.fog = fog;
1567

1568
		// store the light setup it was created for
1569

A
aardgoose 已提交
1570
		materialProperties.lightsStateVersion = lightsStateVersion;
1571

M
Mr.doob 已提交
1572
		if ( material.lights ) {
1573 1574 1575

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

1576
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1577
			uniforms.lightProbe.value = lights.state.probe;
1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589
			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;
1590
			// TODO (abelnation): add area lights shadow info to uniforms
1591

1592 1593
		}

T
tschw 已提交
1594 1595
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1596
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1597

T
tschw 已提交
1598
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1599

M
Mr.doob 已提交
1600
	}
M
Mr.doob 已提交
1601

1602
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1603

1604
		textures.resetTextureUnits();
M
Mr.doob 已提交
1605

1606
		var materialProperties = properties.get( material );
1607
		var lights = currentRenderState.state.lights;
1608

T
tschw 已提交
1609 1610 1611 1612 1613
		if ( _clippingEnabled ) {

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

				var useCache =
1614 1615
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1616 1617 1618 1619

				// 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
1620
				_clipping.setState(
1621 1622
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1623 1624 1625 1626 1627

			}

		}

1628
		if ( material.needsUpdate === false ) {
1629

1630
			if ( materialProperties.program === undefined ) {
1631

1632
				material.needsUpdate = true;
1633

1634
			} else if ( material.fog && materialProperties.fog !== fog ) {
1635

M
Mr.doob 已提交
1636
				material.needsUpdate = true;
1637

A
aardgoose 已提交
1638
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1639

1640
				material.needsUpdate = true;
1641

1642
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1643
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1644
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1645 1646 1647

				material.needsUpdate = true;

1648
			}
1649 1650 1651 1652

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1653

1654
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1655 1656 1657 1658
			material.needsUpdate = false;

		}

1659
		var refreshProgram = false;
M
Mr.doob 已提交
1660
		var refreshMaterial = false;
1661
		var refreshLights = false;
M
Mr.doob 已提交
1662

1663
		var program = materialProperties.program,
1664
			p_uniforms = program.getUniforms(),
1665
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1666

1667
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1668

1669
			refreshProgram = true;
M
Mr.doob 已提交
1670
			refreshMaterial = true;
1671
			refreshLights = true;
M
Mr.doob 已提交
1672 1673 1674 1675 1676 1677

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1678

M
Mr.doob 已提交
1679 1680 1681 1682
			refreshMaterial = true;

		}

1683
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1684

M
Mr.doob 已提交
1685
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1686

G
gero3 已提交
1687
			if ( capabilities.logarithmicDepthBuffer ) {
1688

T
tschw 已提交
1689
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1690
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1691 1692 1693

			}

1694
			if ( _currentCamera !== camera ) {
1695

1696
				_currentCamera = camera;
1697 1698 1699 1700 1701 1702

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1703
				refreshLights = true;		// remains set until update done
1704 1705

			}
M
Mr.doob 已提交
1706

1707 1708 1709
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1710
			if ( material.isShaderMaterial ||
1711 1712 1713
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1714

T
tschw 已提交
1715 1716 1717
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1718

T
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1719
					uCamPos.setValue( _gl,
1720
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1721 1722 1723 1724 1725

				}

			}

1726
			if ( material.isMeshPhongMaterial ||
1727 1728 1729 1730
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1731
				material.skinning ) {
1732

T
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1733
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1734 1735 1736

			}

M
Mr.doob 已提交
1737 1738 1739 1740 1741 1742
		}

		// 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

1743
		if ( material.skinning ) {
M
Mr.doob 已提交
1744

T
tschw 已提交
1745 1746
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1747

T
tschw 已提交
1748
			var skeleton = object.skeleton;
1749

T
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1750
			if ( skeleton ) {
1751

1752 1753
				var bones = skeleton.bones;

1754
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1755

1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766
					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
1767
						size = _Math.ceilPowerOfTwo( size );
1768 1769 1770 1771 1772 1773
						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 );
1774
						boneTexture.needsUpdate = true;
1775 1776 1777 1778 1779 1780 1781

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

					}

1782
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1783
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1784

T
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1785
				} else {
M
Mr.doob 已提交
1786

T
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1787
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1788 1789 1790 1791 1792 1793 1794 1795 1796

				}

			}

		}

		if ( refreshMaterial ) {

1797 1798 1799
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1800
			if ( material.lights ) {
M
Mr.doob 已提交
1801

1802
				// the current material requires lighting info
M
Mr.doob 已提交
1803

T
tschw 已提交
1804 1805 1806 1807 1808 1809
				// 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
1810

T
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1811
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1812

T
tschw 已提交
1813
			}
G
gero3 已提交
1814

T
tschw 已提交
1815
			// refresh uniforms common to several materials
G
gero3 已提交
1816

T
tschw 已提交
1817
			if ( fog && material.fog ) {
G
gero3 已提交
1818

T
tschw 已提交
1819
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1820 1821 1822

			}

1823
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1824 1825 1826

				refreshUniformsCommon( m_uniforms, material );

1827
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1828

1829 1830
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1831

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

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

1836
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1837

1838
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1839

1840
				} else {
1841

1842
					refreshUniformsPhong( m_uniforms, material );
1843

1844
				}
T
Takahiro 已提交
1845

1846
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1847

1848
				refreshUniformsCommon( m_uniforms, material );
1849

1850
				if ( material.isMeshPhysicalMaterial ) {
1851

1852
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1853

1854
				} else {
W
WestLangley 已提交
1855

1856
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1857

1858
				}
W
WestLangley 已提交
1859

W
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1860 1861 1862 1863 1864 1865
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1866
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1867

1868
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1869
				refreshUniformsDepth( m_uniforms, material );
1870

W
WestLangley 已提交
1871
			} else if ( material.isMeshDistanceMaterial ) {
1872

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

1876
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1877

1878
				refreshUniformsCommon( m_uniforms, material );
1879
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1880

1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1895 1896 1897 1898
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1899 1900
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1901
				m_uniforms.color.value.copy( material.color );
1902 1903
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1904 1905
			}

M
Mr.doob 已提交
1906 1907 1908
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1909 1910
			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
1911

1912
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1913 1914 1915

		}

1916 1917
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1918
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1919 1920 1921
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1922

1923 1924 1925 1926 1927 1928
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1929
		// common matrices
M
Mr.doob 已提交
1930

M
Mr.doob 已提交
1931 1932
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1933
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1934

T
tschw 已提交
1935
		return program;
A
arose 已提交
1936 1937 1938

	}

M
Mr.doob 已提交
1939 1940
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1941
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1942 1943 1944

		uniforms.opacity.value = material.opacity;

1945 1946
		if ( material.color ) {

T
Takahiro 已提交
1947
			uniforms.diffuse.value.copy( material.color );
1948 1949

		}
M
Mr.doob 已提交
1950

1951
		if ( material.emissive ) {
M
Mr.doob 已提交
1952

1953
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1954 1955 1956

		}

1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982
		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
1983
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1984 1985 1986 1987

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

1988
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1989

1990
		}
M
Mr.doob 已提交
1991

1992 1993 1994 1995 1996 1997 1998
		if ( material.lightMap ) {

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

		}

1999
		if ( material.aoMap ) {
2000

2001 2002
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2003 2004 2005

		}

M
Mr.doob 已提交
2006
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2007 2008 2009 2010 2011
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2012
		// 6. emissive map
M
Mr.doob 已提交
2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2024 2025 2026 2027
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2028 2029 2030 2031 2032 2033 2034 2035
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2036 2037 2038 2039 2040 2041 2042 2043
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

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

			uvScaleMap = material.alphaMap;

2048 2049 2050 2051
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2052 2053 2054 2055
		}

		if ( uvScaleMap !== undefined ) {

2056
			// backwards compatibility
2057
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2058 2059 2060 2061 2062

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2063
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2064

W
WestLangley 已提交
2065
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2066

W
WestLangley 已提交
2067
			}
2068

2069
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2070 2071 2072

		}

M
Mr.doob 已提交
2073
	}
M
Mr.doob 已提交
2074

M
Mr.doob 已提交
2075
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2076

T
Takahiro 已提交
2077
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2078 2079
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2080
	}
M
Mr.doob 已提交
2081

M
Mr.doob 已提交
2082
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2083 2084 2085 2086 2087

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

M
Mr.doob 已提交
2088
	}
M
Mr.doob 已提交
2089

M
Mr.doob 已提交
2090
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2091

T
Takahiro 已提交
2092
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2093
		uniforms.opacity.value = material.opacity;
2094
		uniforms.size.value = material.size * _pixelRatio;
2095
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2096 2097 2098

		uniforms.map.value = material.map;

2099 2100
		if ( material.map !== null ) {

W
WestLangley 已提交
2101
			if ( material.map.matrixAutoUpdate === true ) {
2102

W
WestLangley 已提交
2103
				material.map.updateMatrix();
W
WestLangley 已提交
2104 2105

			}
2106

2107
			uniforms.uvTransform.value.copy( material.map.matrix );
2108 2109 2110

		}

2111 2112 2113 2114
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2115
		uniforms.diffuse.value.copy( material.color );
2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131
		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
2132
	}
M
Mr.doob 已提交
2133

M
Mr.doob 已提交
2134
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2135

T
Takahiro 已提交
2136
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2137

2138
		if ( fog.isFog ) {
M
Mr.doob 已提交
2139 2140 2141 2142

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

2143
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2144 2145 2146 2147 2148

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2149
	}
M
Mr.doob 已提交
2150

M
Mr.doob 已提交
2151
	function refreshUniformsLambert( uniforms, material ) {
2152 2153 2154 2155 2156 2157 2158 2159 2160

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2161
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2162

T
Takahiro 已提交
2163
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2164
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2165

2166
		if ( material.emissiveMap ) {
2167

2168
			uniforms.emissiveMap.value = material.emissiveMap;
2169

2170
		}
M
Mr.doob 已提交
2171

2172 2173 2174 2175
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2176
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2177

2178
		}
M
Mr.doob 已提交
2179

2180 2181 2182 2183
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2184
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2185 2186

		}
M
Mr.doob 已提交
2187

2188 2189 2190 2191 2192
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2193

2194
		}
2195

T
Takahiro 已提交
2196 2197 2198 2199 2200 2201
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2202
		if ( material.gradientMap ) {
T
Takahiro 已提交
2203

T
Takahiro 已提交
2204
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2205 2206 2207

		}

2208 2209
	}

M
Mr.doob 已提交
2210
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236

		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;
2237
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2238 2239 2240 2241 2242 2243 2244

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2245
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265

		}

		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
2266
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2267

2268 2269 2270 2271
		refreshUniformsStandard( uniforms, material );

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

2272 2273
		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
2274
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
2275

2276
		if ( material.clearcoatNormalMap ) {
2277

2278 2279
			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
2280

A
Linting  
arobertson0 已提交
2281 2282
			if ( material.side === BackSide ) {

2283
				uniforms.clearcoatNormalScale.value.negate();
A
Linting  
arobertson0 已提交
2284

A
arobertson0 已提交
2285
			}
A
arobertson0 已提交
2286 2287

		}
2288

2289 2290
		uniforms.transparency.value = material.transparency;

W
WestLangley 已提交
2291 2292
	}

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	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

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	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		if ( material.normalMap ) {

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

		if ( material.displacementMap ) {

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

		}

	}

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

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
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		uniforms.ambientLightColor.needsUpdate = value;
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		uniforms.lightProbe.needsUpdate = value;
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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
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		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
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	}
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	//
	this.setFramebuffer = function ( value ) {

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

	};

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	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

2413
	this.getActiveMipmapLevel = function () {
2414 2415 2416 2417 2418

		return _currentActiveMipmapLevel;

	};

2419
	this.getRenderTarget = function () {
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		return _currentRenderTarget;

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	};
2424

2425
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
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2427
		_currentRenderTarget = renderTarget;
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		_currentActiveCubeFace = activeCubeFace;
2429
		_currentActiveMipmapLevel = activeMipmapLevel;
2430

2431
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2433
			textures.setupRenderTarget( renderTarget );
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		}

2437
		var framebuffer = _framebuffer;
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		var isCube = false;
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		if ( renderTarget ) {

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			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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			if ( renderTarget.isWebGLRenderTargetCube ) {
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2446
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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				isCube = true;
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			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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				framebuffer = __webglFramebuffer;
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			}

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			_currentViewport.copy( renderTarget.viewport );
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			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2462

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		} else {

2465 2466
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2467
			_currentScissorTest = _scissorTest;
2468

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		}

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		if ( _currentFramebuffer !== framebuffer ) {
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			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_currentFramebuffer = framebuffer;

		}

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		state.viewport( _currentViewport );
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		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
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		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2485
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
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		}

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	};

2491
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
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		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
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2495
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
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			return;
2497

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		}
2499

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		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2502
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
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			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

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		if ( framebuffer ) {
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			var restore = false;
2511

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			if ( framebuffer !== _currentFramebuffer ) {
2513

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				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
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				restore = true;
2517

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			}
2519

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			try {
2521

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				var texture = renderTarget.texture;
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				var textureFormat = texture.format;
				var textureType = texture.type;
2525

2526
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2527

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2530

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				}
2532

2533
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2536

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2539

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				}
2541

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				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2543

2544 2545
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2546
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2547

2548
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2549 2550

					}
2551

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				} else {
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2553

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

				}
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			} finally {
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				if ( restore ) {

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

			}
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		}

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	};

2572
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2573 2574 2575

		var width = texture.image.width;
		var height = texture.image.height;
2576
		var glFormat = utils.convert( texture.format );
2577

2578
		textures.setTexture2D( texture, 0 );
2579

2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590
		_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 );

2591
		textures.setTexture2D( dstTexture, 0 );
2592

2593 2594 2595 2596 2597 2598 2599 2600 2601
		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 );

		}
2602 2603 2604

	};

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	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
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		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2609
	}
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2611
}
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2613
export { WebGLRenderer };