WebGLRenderer.js 58.7 KB
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import { REVISION, RGBAFormat, HalfFloatType, FloatType, UnsignedByteType, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants.js';
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import { _Math } from '../math/Math.js';
import { Matrix4 } from '../math/Matrix4.js';
import { DataTexture } from '../textures/DataTexture.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
import { UniformsLib } from './shaders/UniformsLib.js';
import { UniformsUtils } from './shaders/UniformsUtils.js';
import { ShaderLib } from './shaders/ShaderLib.js';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
import { WebGLGeometries } from './webgl/WebGLGeometries.js';
import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
import { WebGLState } from './webgl/WebGLState.js';
import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebVRManager } from './webvr/WebVRManager.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
import { Vector3 } from '../math/Vector3.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { Frustum } from '../math/Frustum.js';
import { Vector4 } from '../math/Vector4.js';
import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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

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

	}

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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		if ( device && device.isPresenting ) {

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
623 624 625 626 627

		}

		if ( object.hasNormals ) {

628
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
629

630
			if ( ! material.isMeshPhongMaterial &&
631
				! material.isMeshStandardMaterial &&
632
				! material.isMeshNormalMaterial &&
633
				material.flatShading === true ) {
M
Mr.doob 已提交
634

635
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
636

637
					var array = object.normalArray;
M
Mr.doob 已提交
638

639 640 641
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
642

643 644 645
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
646

647 648 649
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
650

651 652 653
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
654 655 656 657 658 659

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
660

661
			state.enableAttribute( programAttributes.normal );
662

663
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
664 665 666 667 668

		}

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

669
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
670
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
671

672
			state.enableAttribute( programAttributes.uv );
673

674
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
675 676 677

		}

R
Rich Harris 已提交
678
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
679

680
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
681
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
682

683
			state.enableAttribute( programAttributes.color );
684

685
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
686 687 688

		}

689
		state.disableUnusedAttributes();
690

M
Mr.doob 已提交
691 692 693 694 695 696
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

697
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
698

699 700 701
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
702

M
Mr.doob 已提交
703
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
704
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
705

M
Mr.doob 已提交
706
		var updateBuffers = false;
M
Mr.doob 已提交
707 708 709 710 711 712 713 714

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

715
		if ( object.morphTargetInfluences ) {
716

717
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
718 719 720 721 722

			updateBuffers = true;

		}

723 724
		//

725
		var index = geometry.index;
726
		var position = geometry.attributes.position;
727
		var rangeFactor = 1;
728

729 730
		if ( material.wireframe === true ) {

731
			index = geometries.getWireframeAttribute( geometry );
732
			rangeFactor = 2;
733 734 735

		}

M
Mr.doob 已提交
736
		var attribute;
M
Mr.doob 已提交
737
		var renderer = bufferRenderer;
738

739
		if ( index !== null ) {
740

M
Mr.doob 已提交
741
			attribute = attributes.get( index );
742

743
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
744
			renderer.setIndex( attribute );
745

746
		}
M
Mr.doob 已提交
747

748
		if ( updateBuffers ) {
M
Mr.doob 已提交
749

750
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
751

752
			if ( index !== null ) {
753

M
Mr.doob 已提交
754
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
755 756 757

			}

758
		}
759

760 761
		//

762
		var dataCount = Infinity;
763

M
Mr.doob 已提交
764
		if ( index !== null ) {
765

M
Mr.doob 已提交
766
			dataCount = index.count;
767

M
Mr.doob 已提交
768
		} else if ( position !== undefined ) {
769

M
Mr.doob 已提交
770
			dataCount = position.count;
771

M
Mr.doob 已提交
772
		}
773

M
Mr.doob 已提交
774 775
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
776

M
Mr.doob 已提交
777 778
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
779

M
Mr.doob 已提交
780
		var drawStart = Math.max( rangeStart, groupStart );
781
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
782 783 784

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

785 786
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
787
		//
788

789
		if ( object.isMesh ) {
790

791
			if ( material.wireframe === true ) {
792

793
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
794
				renderer.setMode( _gl.LINES );
795

796
			} else {
M
Mr.doob 已提交
797 798

				switch ( object.drawMode ) {
799

R
Rich Harris 已提交
800
					case TrianglesDrawMode:
B
Ben Adams 已提交
801 802 803
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
804
					case TriangleStripDrawMode:
B
Ben Adams 已提交
805 806 807
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
808
					case TriangleFanDrawMode:
B
Ben Adams 已提交
809 810 811 812
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
813

814
			}
815

816

817
		} else if ( object.isLine ) {
818

819
			var lineWidth = material.linewidth;
820

821
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
822

823
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
824

825
			if ( object.isLineSegments ) {
826

827
				renderer.setMode( _gl.LINES );
828

829 830 831 832
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

833
			} else {
834

835
				renderer.setMode( _gl.LINE_STRIP );
836 837

			}
M
Mr.doob 已提交
838

839
		} else if ( object.isPoints ) {
840 841

			renderer.setMode( _gl.POINTS );
842 843

		}
844

T
Takahiro 已提交
845
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
846 847 848

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
849
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
850

J
jfranc 已提交
851
			}
852 853 854

		} else {

M
Mr.doob 已提交
855
			renderer.render( drawStart, drawCount );
856

M
Mr.doob 已提交
857 858 859 860
		}

	};

861
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
862

T
Takahiro 已提交
863
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
864

865
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
866

867
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
868
				return;
B
Ben Adams 已提交
869

M
Mr.doob 已提交
870 871 872
			}

		}
B
Ben Adams 已提交
873

874 875
		if ( startIndex === undefined ) startIndex = 0;

876 877
		state.initAttributes();

878
		var geometryAttributes = geometry.attributes;
879

880
		var programAttributes = program.getAttributes();
881

882
		var materialDefaultAttributeValues = material.defaultAttributeValues;
883

884
		for ( var name in programAttributes ) {
885

886
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
887

M
Mr.doob 已提交
888
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
889

890
				var geometryAttribute = geometryAttributes[ name ];
891

M
Mr.doob 已提交
892
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
893

894
					var normalized = geometryAttribute.normalized;
895
					var size = geometryAttribute.itemSize;
896

M
Mr.doob 已提交
897
					var attribute = attributes.get( geometryAttribute );
898

899 900 901 902
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
903 904 905
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
906

A
aardgoose 已提交
907
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
908

M
Mr.doob 已提交
909 910 911 912
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
913
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
914

915
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
916

M
Mr.doob 已提交
917
							if ( geometry.maxInstancedCount === undefined ) {
918

D
dubejf 已提交
919
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
920

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

M
Mr.doob 已提交
923
						} else {
B
Ben Adams 已提交
924

M
Mr.doob 已提交
925
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
926

M
Mr.doob 已提交
927
						}
B
Ben Adams 已提交
928

M
Mr.doob 已提交
929
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
930
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
931

M
Mr.doob 已提交
932
					} else {
B
Ben Adams 已提交
933

A
aardgoose 已提交
934
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
935

936
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
937

M
Mr.doob 已提交
938
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
939

D
dubejf 已提交
940
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
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
944 945 946 947
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
948
						}
B
Ben Adams 已提交
949

M
Mr.doob 已提交
950
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
951
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
952

B
Ben Adams 已提交
953
					}
M
Mr.doob 已提交
954

955 956
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
957
					var value = materialDefaultAttributeValues[ name ];
958

959
					if ( value !== undefined ) {
M
Mr.doob 已提交
960

961
						switch ( value.length ) {
M
Mr.doob 已提交
962

963 964 965
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
966

967 968 969
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
970

971 972 973
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
974

975 976
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
977 978

						}
M
Mr.doob 已提交
979 980 981 982 983 984 985 986

					}

				}

			}

		}
987

988
		state.disableUnusedAttributes();
989

M
Mr.doob 已提交
990 991
	}

M
Mr.doob 已提交
992
	// Compile
M
Mr.doob 已提交
993

M
Mr.doob 已提交
994
	this.compile = function ( scene, camera ) {
995

M
Mr.doob 已提交
996
		currentRenderState = renderStates.get( scene, camera );
997
		currentRenderState.init();
998

M
Mr.doob 已提交
999
		scene.traverse( function ( object ) {
G
gero3 已提交
1000 1001

			if ( object.isLight ) {
M
Mr.doob 已提交
1002

1003
				currentRenderState.pushLight( object );
1004 1005 1006

				if ( object.castShadow ) {

1007
					currentRenderState.pushShadow( object );
1008 1009

				}
M
Mr.doob 已提交
1010

G
gero3 已提交
1011
			}
M
Mr.doob 已提交
1012 1013 1014

		} );

1015
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1016 1017 1018 1019 1020

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1021
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1022

G
gero3 已提交
1023
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1024 1025 1026

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

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

G
gero3 已提交
1029
				} else {
M
Mr.doob 已提交
1030 1031 1032

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

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

G
gero3 已提交
1035
			}
M
Mr.doob 已提交
1036 1037

		} );
G
gero3 已提交
1038 1039

	};
1040

1041
	// Animation Loop
M
Mr.doob 已提交
1042

1043 1044
	var isAnimating = false;
	var onAnimationFrame = null;
1045

B
Brunner 已提交
1046
	function startAnimation() {
1047

1048
		if ( isAnimating ) return;
1049

B
Brunner 已提交
1050
		requestAnimationLoopFrame();
M
Mugen87 已提交
1051

1052
		isAnimating = true;
1053

1054
	}
1055

B
Brunner 已提交
1056
	function stopAnimation() {
1057

1058
		isAnimating = false;
1059

1060
	}
1061

B
Brunner 已提交
1062
	function requestAnimationLoopFrame() {
1063 1064

		var device = vr.getDevice();
M
Mugen87 已提交
1065

1066
		if ( device && device.isPresenting ) {
1067

B
Brunner 已提交
1068
			device.requestAnimationFrame( animationLoop );
1069 1070 1071

		} else {

B
Brunner 已提交
1072
			window.requestAnimationFrame( animationLoop );
1073 1074

		}
1075

1076 1077
	}

B
Brunner 已提交
1078
	function animationLoop( time ) {
1079

B
Brunner 已提交
1080
		if ( isAnimating === false ) return;
1081

B
brunnerh 已提交
1082
		onAnimationFrame( time );
1083

B
Brunner 已提交
1084
		requestAnimationLoopFrame();
1085

1086 1087 1088
	}

	this.animate = function ( callback ) {
1089

1090
		onAnimationFrame = callback;
B
Brunner 已提交
1091
		onAnimationFrame !== null ? startAnimation() : stopAnimation();
1092 1093 1094

	};

M
Mr.doob 已提交
1095 1096 1097
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1098

0
06wj 已提交
1099
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1100

1101
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1102 1103 1104 1105
			return;

		}

1106 1107
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1108 1109
		// reset caching for this frame

1110
		_currentGeometryProgram = '';
1111
		_currentMaterialId = - 1;
1112
		_currentCamera = null;
M
Mr.doob 已提交
1113 1114 1115

		// update scene graph

1116
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1117 1118 1119

		// update camera matrices and frustum

1120
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1121

1122 1123 1124 1125 1126 1127
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1128 1129
		//

1130 1131
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1132

1133 1134
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1135 1136 1137
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1138
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1139
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1140

1141 1142 1143
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1144
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1145

M
Mr.doob 已提交
1146
		if ( _this.sortObjects === true ) {
1147

1148
			currentRenderList.sort();
M
Mr.doob 已提交
1149

1150 1151
		}

M
Mr.doob 已提交
1152
		//
M
Mr.doob 已提交
1153

T
tschw 已提交
1154
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1155

1156
		var shadowsArray = currentRenderState.state.shadowsArray;
1157

1158
		shadowMap.render( shadowsArray, scene, camera );
1159

1160
		currentRenderState.setupLights( camera );
1161

T
tschw 已提交
1162
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1163

M
Mr.doob 已提交
1164 1165
		//

A
Atrahasis 已提交
1166
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1167

1168 1169 1170 1171 1172 1173
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1174 1175
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1176 1177
		//

1178
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1179

1180
		// render scene
M
Mr.doob 已提交
1181

1182 1183 1184
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1185 1186
		if ( scene.overrideMaterial ) {

1187
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1188

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

M
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1192 1193 1194 1195
		} else {

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

M
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1196
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1197 1198 1199

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

M
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1200
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1201 1202 1203

		}

1204
		// custom renderers
M
Mr.doob 已提交
1205

1206
		var spritesArray = currentRenderState.state.spritesArray;
1207

1208
		spriteRenderer.render( spritesArray, scene, camera );
M
Mr.doob 已提交
1209 1210 1211

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

M
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1212 1213
		if ( renderTarget ) {

1214
			textures.updateRenderTargetMipmap( renderTarget );
M
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1215 1216 1217

		}

1218
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1219

1220 1221 1222
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1223

1224
		state.setPolygonOffset( false );
1225

1226
		scene.onAfterRender( _this, scene, camera );
1227

M
Mr.doob 已提交
1228
		if ( vr.enabled ) {
1229

M
Mr.doob 已提交
1230
			vr.submitFrame();
1231

M
Mr.doob 已提交
1232
		}
M
Mr.doob 已提交
1233

M
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1234 1235
		// _gl.finish();

1236
		currentRenderList = null;
1237
		currentRenderState = null;
1238

M
Mr.doob 已提交
1239
	};
M
Mr.doob 已提交
1240

1241
	/*
M
Mr.doob 已提交
1242 1243
	// TODO Duplicated code (Frustum)

1244 1245
	var _sphere = new Sphere();

T
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1246 1247 1248 1249 1250 1251 1252
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1253
		_sphere.copy( geometry.boundingSphere ).
1254
		applyMatrix4( object.matrixWorld );
M
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1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1271 1272

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1273 1274 1275 1276

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1289
		} while ( ++ i !== numPlanes );
T
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1290 1291 1292 1293

		return true;

	}
1294
	*/
T
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1295

M
Mr.doob 已提交
1296
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1297

1298
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1299

1300
		var visible = object.layers.test( camera.layers );
M
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1301

1302
		if ( visible ) {
1303

1304
			if ( object.isLight ) {
M
Mr.doob 已提交
1305

1306
				currentRenderState.pushLight( object );
1307 1308 1309

				if ( object.castShadow ) {

1310
					currentRenderState.pushShadow( object );
1311 1312

				}
M
Mr.doob 已提交
1313

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

1316
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1317

1318
					currentRenderState.pushSprite( object );
M
Mr.doob 已提交
1319

1320
				}
M
Mr.doob 已提交
1321

1322
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1323

1324
				if ( sortObjects ) {
M
Mr.doob 已提交
1325

1326 1327
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1328

1329
				}
M
Mr.doob 已提交
1330

1331
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1332

1333
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1334

1335
				if ( object.isSkinnedMesh ) {
1336

1337
					object.skeleton.update();
1338

1339
				}
1340

1341
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1342

1343 1344 1345 1346 1347 1348
					if ( sortObjects ) {

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

					}
1349

1350 1351
					var geometry = objects.update( object );
					var material = object.material;
1352

1353
					if ( Array.isArray( material ) ) {
1354

1355
						var groups = geometry.groups;
1356

1357
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1358

1359 1360
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1361

1362
							if ( groupMaterial && groupMaterial.visible ) {
1363

1364 1365 1366
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1367

M
Mr.doob 已提交
1368
						}
M
Mr.doob 已提交
1369

1370
					} else if ( material.visible ) {
1371

1372
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1373

1374
					}
M
Mr.doob 已提交
1375

1376
				}
M
Mr.doob 已提交
1377

1378
			}
M
Mr.doob 已提交
1379

M
Mr.doob 已提交
1380
		}
M
Mr.doob 已提交
1381

M
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1382
		var children = object.children;
M
Mr.doob 已提交
1383

M
Mr.doob 已提交
1384 1385
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1386
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1387

1388
		}
1389

1390
	}
M
Mr.doob 已提交
1391

1392
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1393

M
Mr.doob 已提交
1394
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1395

1396
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1397

1398
			var object = renderItem.object;
M
Mr.doob 已提交
1399 1400 1401
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1402

M
Mr.doob 已提交
1403
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1404

1405 1406
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1407
				var cameras = camera.cameras;
M
Mr.doob 已提交
1408

M
Mr.doob 已提交
1409
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1410

M
Mr.doob 已提交
1411
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1412

1413
					if ( object.layers.test( camera2.layers ) ) {
1414

1415
						var bounds = camera2.bounds;
1416

1417 1418 1419 1420
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;
M
Mr.doob 已提交
1421

1422
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1423 1424 1425 1426

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

					}
M
Mr.doob 已提交
1427

M
Mr.doob 已提交
1428
				}
1429

M
Mr.doob 已提交
1430
			} else {
M
Mr.doob 已提交
1431

1432 1433
				_currentArrayCamera = null;

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

M
Mr.doob 已提交
1436
			}
M
Mr.doob 已提交
1437

1438
		}
M
Mr.doob 已提交
1439

1440
	}
G
gero3 已提交
1441

M
Mr.doob 已提交
1442 1443
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1444
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1445
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1446

M
Mr.doob 已提交
1447 1448 1449 1450 1451
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1452 1453 1454
			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

			state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
1455 1456 1457 1458 1459 1460 1461 1462 1463

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

M
Mugen87 已提交
1464
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1465 1466 1467

		}

M
Mr.doob 已提交
1468
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1469
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1470

M
Mr.doob 已提交
1471 1472
	}

1473
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1474

1475
		var materialProperties = properties.get( material );
G
gero3 已提交
1476

1477 1478
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1479

T
tschw 已提交
1480
		var parameters = programCache.getParameters(
1481
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1482

G
gero3 已提交
1483
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1484

1485
		var program = materialProperties.program;
T
tschw 已提交
1486
		var programChange = true;
1487

1488
		if ( program === undefined ) {
B
Ben Adams 已提交
1489

M
Mr.doob 已提交
1490 1491
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1492

1493
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1494

M
Mr.doob 已提交
1495
			// changed glsl or parameters
1496
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1497

1498 1499 1500 1501 1502
		} else if ( materialProperties.lightsHash !== lights.state.hash ) {

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

G
gero3 已提交
1503
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1504

T
tschw 已提交
1505
			// same glsl and uniform list
T
tschw 已提交
1506 1507
			return;

T
tschw 已提交
1508
		} else {
B
Ben Adams 已提交
1509

T
tschw 已提交
1510 1511
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1512 1513 1514

		}

1515
		if ( programChange ) {
B
Ben Adams 已提交
1516

1517
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1518

R
Rich Harris 已提交
1519
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1520

1521
				materialProperties.shader = {
1522
					name: material.type,
1523
					uniforms: UniformsUtils.clone( shader.uniforms ),
1524
					vertexShader: shader.vertexShader,
S
sunag 已提交
1525 1526
					fragmentShader: shader.fragmentShader,
					renderer: _this
1527
				};
B
Ben Adams 已提交
1528

1529
			} else {
B
Ben Adams 已提交
1530

1531
				materialProperties.shader = {
1532 1533 1534
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
S
sunag 已提交
1535 1536
					fragmentShader: material.fragmentShader,
					renderer: _this
1537
				};
G
gero3 已提交
1538

1539
			}
G
gero3 已提交
1540

1541
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1542

1543
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1544

1545 1546
			materialProperties.program = program;
			material.program = program;
1547 1548 1549

		}

1550
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1551 1552 1553 1554 1555

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1556
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1557

1558
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1572
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1573

1574
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1575 1576 1577 1578 1579 1580 1581 1582 1583

					material.numSupportedMorphNormals ++;

				}

			}

		}

1584
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1585

1586
		if ( ! material.isShaderMaterial &&
1587 1588
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1589

T
tschw 已提交
1590
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1591
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1592
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1593 1594 1595

		}

1596
		materialProperties.fog = fog;
1597

1598
		// store the light setup it was created for
1599

1600
		materialProperties.lightsHash = lights.state.hash;
1601

M
Mr.doob 已提交
1602
		if ( material.lights ) {
1603 1604 1605

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

1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1619
			// TODO (abelnation): add area lights shadow info to uniforms
1620

1621 1622
		}

T
tschw 已提交
1623 1624
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1625
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1626

T
tschw 已提交
1627
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1628

M
Mr.doob 已提交
1629
	}
M
Mr.doob 已提交
1630

1631
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1632 1633 1634

		_usedTextureUnits = 0;

1635
		var materialProperties = properties.get( material );
1636
		var lights = currentRenderState.state.lights;
1637

T
tschw 已提交
1638 1639 1640 1641 1642
		if ( _clippingEnabled ) {

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

				var useCache =
1643 1644
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1645 1646 1647 1648

				// 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
1649
				_clipping.setState(
1650 1651
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1652 1653 1654 1655 1656

			}

		}

1657
		if ( material.needsUpdate === false ) {
1658

1659
			if ( materialProperties.program === undefined ) {
1660

1661
				material.needsUpdate = true;
1662

1663
			} else if ( material.fog && materialProperties.fog !== fog ) {
1664

M
Mr.doob 已提交
1665
				material.needsUpdate = true;
1666

1667
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1668

1669
				material.needsUpdate = true;
1670

1671
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1672
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1673
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1674 1675 1676

				material.needsUpdate = true;

1677
			}
1678 1679 1680 1681

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1682

1683
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1684 1685 1686 1687
			material.needsUpdate = false;

		}

1688
		var refreshProgram = false;
M
Mr.doob 已提交
1689
		var refreshMaterial = false;
1690
		var refreshLights = false;
M
Mr.doob 已提交
1691

1692
		var program = materialProperties.program,
1693
			p_uniforms = program.getUniforms(),
1694
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1695

1696
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1697

1698
			refreshProgram = true;
M
Mr.doob 已提交
1699
			refreshMaterial = true;
1700
			refreshLights = true;
M
Mr.doob 已提交
1701 1702 1703 1704 1705 1706

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1707

M
Mr.doob 已提交
1708 1709 1710 1711
			refreshMaterial = true;

		}

1712
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1713

M
Mr.doob 已提交
1714
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1715

G
gero3 已提交
1716
			if ( capabilities.logarithmicDepthBuffer ) {
1717

T
tschw 已提交
1718
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1719
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1720 1721 1722

			}

1723
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1724

1725
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1726

1727
				_currentCamera = ( _currentArrayCamera || camera );
1728 1729 1730 1731 1732 1733

				// 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
1734
				refreshLights = true;		// remains set until update done
1735 1736

			}
M
Mr.doob 已提交
1737

1738 1739 1740
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1741
			if ( material.isShaderMaterial ||
1742 1743 1744
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1745

T
tschw 已提交
1746 1747 1748
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1749

T
tschw 已提交
1750
					uCamPos.setValue( _gl,
1751
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1752 1753 1754 1755 1756

				}

			}

1757
			if ( material.isMeshPhongMaterial ||
1758 1759 1760 1761
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1762
				material.skinning ) {
1763

T
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1764
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1765 1766 1767

			}

M
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1768 1769 1770 1771 1772 1773
		}

		// 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

1774
		if ( material.skinning ) {
M
Mr.doob 已提交
1775

T
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1776 1777
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1778

T
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1779
			var skeleton = object.skeleton;
1780

T
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1781
			if ( skeleton ) {
1782

1783 1784
				var bones = skeleton.bones;

1785
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1786

1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797
					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
1798
						size = _Math.ceilPowerOfTwo( size );
1799 1800 1801 1802 1803 1804
						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 );
1805
						boneTexture.needsUpdate = true;
1806 1807 1808 1809 1810 1811 1812

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

					}

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1813 1814
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1815

T
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1816
				} else {
M
Mr.doob 已提交
1817

T
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1818
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1819 1820 1821 1822 1823 1824 1825 1826 1827

				}

			}

		}

		if ( refreshMaterial ) {

1828 1829 1830
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
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1831
			if ( material.lights ) {
M
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1832

1833
				// the current material requires lighting info
M
Mr.doob 已提交
1834

T
tschw 已提交
1835 1836 1837 1838 1839 1840
				// 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
1841

T
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1842
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1843

T
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1844
			}
G
gero3 已提交
1845

T
tschw 已提交
1846
			// refresh uniforms common to several materials
G
gero3 已提交
1847

T
tschw 已提交
1848
			if ( fog && material.fog ) {
G
gero3 已提交
1849

T
tschw 已提交
1850
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1851 1852 1853

			}

1854
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1855 1856 1857

				refreshUniformsCommon( m_uniforms, material );

1858
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1859

1860 1861
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1862

1863
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1864

1865
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1866

1867
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1868

1869
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1870

1871
				} else {
1872

1873
					refreshUniformsPhong( m_uniforms, material );
1874

1875
				}
T
Takahiro 已提交
1876

1877
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1878

1879
				refreshUniformsCommon( m_uniforms, material );
1880

1881
				if ( material.isMeshPhysicalMaterial ) {
1882

1883
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1884

1885
				} else {
W
WestLangley 已提交
1886

1887
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1888

1889
				}
W
WestLangley 已提交
1890

1891
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1892

1893
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1894
				refreshUniformsDepth( m_uniforms, material );
1895

W
WestLangley 已提交
1896
			} else if ( material.isMeshDistanceMaterial ) {
1897

1898
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1899
				refreshUniformsDistance( m_uniforms, material );
1900

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

1903
				refreshUniformsCommon( m_uniforms, material );
1904
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1905

1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1920 1921 1922 1923 1924
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1925 1926
			}

M
Mr.doob 已提交
1927 1928 1929
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1930 1931
			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
1932

1933
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1934 1935 1936

		}

1937 1938 1939 1940 1941 1942
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1943

T
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1944
		// common matrices
M
Mr.doob 已提交
1945

M
Mr.doob 已提交
1946 1947
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1948
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1949

T
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1950
		return program;
A
arose 已提交
1951 1952 1953

	}

M
Mr.doob 已提交
1954 1955
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1956
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1957 1958 1959

		uniforms.opacity.value = material.opacity;

1960 1961 1962 1963 1964
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1965

1966
		if ( material.emissive ) {
M
Mr.doob 已提交
1967

1968
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1969 1970 1971

		}

1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

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

		}
M
Mr.doob 已提交
2004

2005 2006 2007 2008 2009 2010 2011
		if ( material.lightMap ) {

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

		}

2012
		if ( material.aoMap ) {
2013

2014 2015
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2016 2017 2018

		}

M
Mr.doob 已提交
2019
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2020 2021 2022 2023 2024
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2025
		// 6. emissive map
M
Mr.doob 已提交
2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2037 2038 2039 2040
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2041 2042 2043 2044 2045 2046 2047 2048
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2049 2050 2051 2052 2053 2054 2055 2056
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2057 2058 2059 2060
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2061 2062 2063 2064
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2065 2066 2067 2068
		}

		if ( uvScaleMap !== undefined ) {

2069
			// backwards compatibility
2070
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2071 2072 2073 2074 2075

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2076
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2077

T
Tentone 已提交
2078 2079 2080 2081
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
M
Mr.doob 已提交
2082

T
Tentone 已提交
2083
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
M
Mr.doob 已提交
2084

W
WestLangley 已提交
2085
			}
2086

2087
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2088 2089 2090

		}

M
Mr.doob 已提交
2091
	}
M
Mr.doob 已提交
2092

M
Mr.doob 已提交
2093
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2094 2095 2096 2097

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

M
Mr.doob 已提交
2098
	}
M
Mr.doob 已提交
2099

M
Mr.doob 已提交
2100
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2101 2102 2103 2104 2105

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

M
Mr.doob 已提交
2106
	}
M
Mr.doob 已提交
2107

M
Mr.doob 已提交
2108
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2109

2110
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2111
		uniforms.opacity.value = material.opacity;
2112
		uniforms.size.value = material.size * _pixelRatio;
2113
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2114 2115 2116

		uniforms.map.value = material.map;

2117 2118
		if ( material.map !== null ) {

W
WestLangley 已提交
2119
			if ( material.map.matrixAutoUpdate === true ) {
2120

T
Tentone 已提交
2121 2122 2123 2124
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;
2125

T
Tentone 已提交
2126
				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2127 2128

			}
2129

2130
			uniforms.uvTransform.value.copy( material.map.matrix );
2131 2132 2133

		}

M
Mr.doob 已提交
2134
	}
M
Mr.doob 已提交
2135

M
Mr.doob 已提交
2136
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2137 2138 2139

		uniforms.fogColor.value = fog.color;

2140
		if ( fog.isFog ) {
M
Mr.doob 已提交
2141 2142 2143 2144

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

2145
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2146 2147 2148 2149 2150

			uniforms.fogDensity.value = fog.density;

		}

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

M
Mr.doob 已提交
2153
	function refreshUniformsLambert( uniforms, material ) {
2154 2155 2156 2157 2158 2159 2160 2161 2162

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2163
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2164

2165
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2166
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2167

2168
		if ( material.emissiveMap ) {
2169

2170
			uniforms.emissiveMap.value = material.emissiveMap;
2171

2172
		}
M
Mr.doob 已提交
2173

2174 2175 2176 2177
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2178

2179
		}
M
Mr.doob 已提交
2180

2181 2182 2183 2184 2185 2186
		if ( material.normalMap ) {

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

		}
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 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2264
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2265

2266 2267 2268
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
WestLangley 已提交
2269 2270 2271 2272
		refreshUniformsStandard( uniforms, material );

	}

W
WestLangley 已提交
2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300
	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;

	}

2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2327 2328
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2329
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2330

M
Mr.doob 已提交
2331
		uniforms.ambientLightColor.needsUpdate = value;
2332

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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2336
		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
2338

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Mr.doob 已提交
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	}
2340

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	// Textures

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	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2359
	this.allocTextureUnit = allocTextureUnit;
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2361
	// this.setTexture2D = setTexture2D;
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	this.setTexture2D = ( function () {
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2364
		var warned = false;
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2366
		// backwards compatibility: peel texture.texture
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		return function setTexture2D( texture, slot ) {
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			if ( texture && texture.isWebGLRenderTarget ) {
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2371
				if ( ! warned ) {
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2373 2374
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
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2376
				}
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2378
				texture = texture.texture;
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2380
			}
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2382
			textures.setTexture2D( texture, slot );
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2384
		};
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2386
	}() );
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	this.setTexture = ( function () {
2389 2390 2391

		var warned = false;

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

			if ( ! warned ) {

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

			}

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

		};

	}() );

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

		var warned = false;

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		return function setTextureCube( texture, slot ) {
2412 2413

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

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

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

				// CompressedTexture can have Array in image :/

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

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

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

			}

		};

	}() );
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2448

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

		return _currentRenderTarget;

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2453
	};
2454

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

2457 2458
		_currentRenderTarget = renderTarget;

2459
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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Mr.doob 已提交
2460

2461
			textures.setupRenderTarget( renderTarget );
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Mr.doob 已提交
2462 2463 2464

		}

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

		if ( renderTarget ) {

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2470
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2471

M
Mr.doob 已提交
2472
			if ( renderTarget.isWebGLRenderTargetCube ) {
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Mr.doob 已提交
2473

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

			} else {

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

			}

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

M
Mr.doob 已提交
2487 2488
		} else {

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

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Mr.doob 已提交
2493 2494
		}

M
Mr.doob 已提交
2495
		if ( _currentFramebuffer !== framebuffer ) {
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2496 2497 2498 2499 2500 2501

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

		}

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

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

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

		}

M
Mr.doob 已提交
2513 2514
	};

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

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

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

G
gero3 已提交
2522
		}
2523

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

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

G
gero3 已提交
2528
			var restore = false;
2529

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

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

G
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2534
				restore = true;
2535

G
gero3 已提交
2536
			}
2537

M
Mr.doob 已提交
2538
			try {
2539

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

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

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

M
Mr.doob 已提交
2549
				}
2550

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

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

M
Mr.doob 已提交
2558
				}
2559

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

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

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

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

					}
2569

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

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

				}
M
Mr.doob 已提交
2575

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

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

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

M
Mr.doob 已提交
2582 2583 2584
				}

			}
M
Mr.doob 已提交
2585 2586 2587

		}

M
Mr.doob 已提交
2588 2589
	};

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

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

		this.setTexture2D( texture, 0 );

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

	};

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

T
Tristan VALCKE 已提交
2604

2605
export { WebGLRenderer };