WebGLRenderer.js 61.0 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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		properties.remove( material );
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	}
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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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Mr.doob 已提交
629

M
Mr.doob 已提交
630 631
		}

632
	}
M
Mr.doob 已提交
633 634 635

	// Buffer rendering

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

		object.render( function ( object ) {

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

		} );

	}

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

648
		state.initAttributes();
649

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

652 653 654 655
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
656

657
		var programAttributes = program.getAttributes();
658

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

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

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

		}

		if ( object.hasNormals ) {

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

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

		}

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

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

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

		}

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

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

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

		}

699
		state.disableUnusedAttributes();
700

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

		object.count = 0;

	};

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

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

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

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

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

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

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

		}

728
		if ( object.morphTargetInfluences ) {
729

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

			updateBuffers = true;

		}

736 737
		//

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

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

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

		}

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

752
		if ( index !== null ) {
753

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

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

759
		}
M
Mr.doob 已提交
760

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

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

765
			if ( index !== null ) {
766

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

			}

771
		}
772

773 774
		//

775
		var dataCount = Infinity;
776

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

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

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

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

M
Mr.doob 已提交
785
		}
786

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

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

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

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

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

M
Mr.doob 已提交
800
		//
801

802
		if ( object.isMesh ) {
803

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

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

809
			} else {
M
Mr.doob 已提交
810 811

				switch ( object.drawMode ) {
812

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

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

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

				}
826

827
			}
828

829

830
		} else if ( object.isLine ) {
831

832
			var lineWidth = material.linewidth;
833

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

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

838
			if ( object.isLineSegments ) {
839

840
				renderer.setMode( _gl.LINES );
841

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

				renderer.setMode( _gl.LINE_LOOP );

846
			} else {
847

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

			}
M
Mr.doob 已提交
851

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

			renderer.setMode( _gl.POINTS );
855

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

			renderer.setMode( _gl.TRIANGLES );

860
		}
861

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
868
			}
869 870 871

		} else {

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

M
Mr.doob 已提交
874 875 876 877
		}

	};

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

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

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

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

M
Mr.doob 已提交
887 888 889
			}

		}
B
Ben Adams 已提交
890

891 892
		state.initAttributes();

893
		var geometryAttributes = geometry.attributes;
894

895
		var programAttributes = program.getAttributes();
896

897
		var materialDefaultAttributeValues = material.defaultAttributeValues;
898

899
		for ( var name in programAttributes ) {
900

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

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

905
				var geometryAttribute = geometryAttributes[ name ];
906

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

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

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

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

					if ( attribute === undefined ) continue;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1002

1003
		state.disableUnusedAttributes();
1004

M
Mr.doob 已提交
1005 1006
	}

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

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

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

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

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

1018
				currentRenderState.pushLight( object );
1019 1020 1021

				if ( object.castShadow ) {

1022
					currentRenderState.pushShadow( object );
1023 1024

				}
M
Mr.doob 已提交
1025

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

		} );

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

		scene.traverse( function ( object ) {

			if ( object.material ) {

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

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

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

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

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

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

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

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

		} );
G
gero3 已提交
1053 1054

	};
1055

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

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

1060
	function onAnimationFrame( time ) {
1061

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

1065
	}
1066

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

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

1072
	this.setAnimationLoop = function ( callback ) {
1073

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

1077 1078
		animation.start();

1079 1080
	};

M
Mr.doob 已提交
1081 1082
	// Rendering

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

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

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

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

		}

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

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

		}
1100

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

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

		}

1108 1109
		if ( _isContextLost ) return;

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

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

		// update scene graph

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

		// update camera matrices and frustum

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

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

			camera = vr.getCamera( camera );

		}

1132 1133
		//

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

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

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

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

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

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

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

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

1154 1155
		}

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

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

1160
		var shadowsArray = currentRenderState.state.shadowsArray;
1161

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

1164
		currentRenderState.setupLights( camera );
1165

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

M
Mr.doob 已提交
1168 1169
		//

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

1172
		if ( renderTarget !== undefined ) {
1173

1174
			this.setRenderTarget( renderTarget );
1175 1176 1177

		}

M
Mr.doob 已提交
1178 1179
		//

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

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

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

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

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

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

M
Mr.doob 已提交
1194 1195
		} else {

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

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

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

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

1204
		}
M
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1205

1206
		//
M
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1207

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

		//

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

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

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

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

1220
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1221

M
Mr.doob 已提交
1222 1223
		}

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

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

1230
		state.setPolygonOffset( false );
1231

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

1234
			vr.submitFrame();
1235

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

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

1240
		currentRenderList = null;
1241
		currentRenderState = null;
1242

M
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1243
	};
M
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1244

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

1247
		if ( object.visible === false ) return;
M
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1248

1249
		var visible = object.layers.test( camera.layers );
M
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1250

1251
		if ( visible ) {
1252

1253 1254 1255 1256 1257
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1258

1259
				currentRenderState.pushLight( object );
1260 1261 1262

				if ( object.castShadow ) {

1263
					currentRenderState.pushShadow( object );
1264 1265

				}
M
Mr.doob 已提交
1266

1267
			} else if ( object.isSprite ) {
M
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1268

1269
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1270

1271 1272 1273 1274 1275 1276 1277 1278 1279 1280
					if ( sortObjects ) {

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

					}

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

1281 1282 1283 1284 1285
					if ( material.visible ) {

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

					}
M
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1286

1287
				}
M
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1288

1289
			} else if ( object.isImmediateRenderObject ) {
M
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1290

1291
				if ( sortObjects ) {
M
Mr.doob 已提交
1292

1293 1294
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1295

1296
				}
M
Mr.doob 已提交
1297

1298
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1299

1300
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1301

1302
				if ( object.isSkinnedMesh ) {
1303

1304
					object.skeleton.update();
1305

1306
				}
1307

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

1310 1311 1312 1313 1314 1315
					if ( sortObjects ) {

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

					}
1316

1317 1318
					var geometry = objects.update( object );
					var material = object.material;
1319

1320
					if ( Array.isArray( material ) ) {
1321

1322
						var groups = geometry.groups;
1323

1324
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1325

1326 1327
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1328

1329
							if ( groupMaterial && groupMaterial.visible ) {
1330

1331
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1332 1333

							}
M
Mr.doob 已提交
1334

M
Mr.doob 已提交
1335
						}
M
Mr.doob 已提交
1336

1337
					} else if ( material.visible ) {
1338

1339
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1340

1341
					}
M
Mr.doob 已提交
1342

1343
				}
M
Mr.doob 已提交
1344

1345
			}
M
Mr.doob 已提交
1346

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

M
Mr.doob 已提交
1349
		var children = object.children;
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351 1352
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1353
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1354

1355
		}
1356

1357
	}
M
Mr.doob 已提交
1358

1359
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1360

M
Mr.doob 已提交
1361
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1362

1363
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1364

1365
			var object = renderItem.object;
M
Mr.doob 已提交
1366 1367 1368
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1369

M
Mr.doob 已提交
1370
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1371

1372 1373
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1374
				var cameras = camera.cameras;
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1377

M
Mr.doob 已提交
1378
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1379

1380
					if ( object.layers.test( camera2.layers ) ) {
1381

M
Mr.doob 已提交
1382 1383 1384 1385 1386 1387 1388
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1389

M
Mr.doob 已提交
1390 1391 1392 1393
							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
1394

M
Mr.doob 已提交
1395 1396 1397
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1398

1399 1400
						currentRenderState.setupLights( camera2 );

1401 1402 1403
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1404

M
Mr.doob 已提交
1405
				}
1406

M
Mr.doob 已提交
1407
			} else {
M
Mr.doob 已提交
1408

1409 1410
				_currentArrayCamera = null;

M
Mr.doob 已提交
1411
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1412

M
Mr.doob 已提交
1413
			}
M
Mr.doob 已提交
1414

1415
		}
M
Mr.doob 已提交
1416

1417
	}
G
gero3 已提交
1418

M
Mr.doob 已提交
1419 1420
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1421
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1422
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1423

M
Mr.doob 已提交
1424 1425 1426 1427 1428
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1429
			state.setMaterial( material );
M
Mr.doob 已提交
1430 1431 1432

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

M
Mr.doob 已提交
1433 1434
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1435
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1436

M
Mr.doob 已提交
1437
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1438 1439 1440

		} else {

M
Mugen87 已提交
1441
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1442 1443 1444

		}

M
Mr.doob 已提交
1445
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1446
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1447

M
Mr.doob 已提交
1448 1449
	}

1450
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1451

1452
		var materialProperties = properties.get( material );
G
gero3 已提交
1453

1454 1455
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1456

M
Mr.doob 已提交
1457 1458 1459
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1460
		var parameters = programCache.getParameters(
1461
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1462

G
gero3 已提交
1463
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1464

1465
		var program = materialProperties.program;
T
tschw 已提交
1466
		var programChange = true;
1467

1468
		if ( program === undefined ) {
B
Ben Adams 已提交
1469

M
Mr.doob 已提交
1470 1471
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1472

1473
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1474

M
Mr.doob 已提交
1475
			// changed glsl or parameters
1476
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1477

M
Mr.doob 已提交
1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1493 1494 1495

			programChange = false;

G
gero3 已提交
1496
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1497

T
tschw 已提交
1498
			// same glsl and uniform list
T
tschw 已提交
1499 1500
			return;

T
tschw 已提交
1501
		} else {
B
Ben Adams 已提交
1502

T
tschw 已提交
1503 1504
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1505 1506 1507

		}

1508
		if ( programChange ) {
B
Ben Adams 已提交
1509

1510
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1511

R
Rich Harris 已提交
1512
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1513

1514
				materialProperties.shader = {
1515
					name: material.type,
M
Mr.doob 已提交
1516
					uniforms: cloneUniforms( shader.uniforms ),
1517
					vertexShader: shader.vertexShader,
1518
					fragmentShader: shader.fragmentShader
1519
				};
B
Ben Adams 已提交
1520

1521
			} else {
B
Ben Adams 已提交
1522

1523
				materialProperties.shader = {
1524 1525 1526
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1527
					fragmentShader: material.fragmentShader
1528
				};
G
gero3 已提交
1529

1530
			}
G
gero3 已提交
1531

1532
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1533

1534
			// Computing code again as onBeforeCompile may have changed the shaders
1535 1536
			code = programCache.getProgramCode( material, parameters );

1537
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1538

1539 1540
			materialProperties.program = program;
			material.program = program;
1541 1542 1543

		}

1544
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1545 1546 1547 1548 1549

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1550
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1551

1552
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1566
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1567

1568
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1569 1570 1571 1572 1573 1574 1575 1576 1577

					material.numSupportedMorphNormals ++;

				}

			}

		}

1578
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1579

1580
		if ( ! material.isShaderMaterial &&
1581 1582
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1583

T
tschw 已提交
1584
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1585
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1586
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1587 1588 1589

		}

1590
		materialProperties.fog = fog;
1591

1592
		// store the light setup it was created for
M
Mr.doob 已提交
1593
		if ( lightsHash === undefined ) {
1594

M
Mr.doob 已提交
1595
			materialProperties.lightsHash = lightsHash = {};
1596 1597 1598

		}

M
Mr.doob 已提交
1599 1600 1601 1602 1603 1604 1605
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1606

M
Mr.doob 已提交
1607
		if ( material.lights ) {
1608 1609 1610

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

1611
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1612
			uniforms.lightProbe.value = lights.state.probe;
1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624
			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;
1625
			// TODO (abelnation): add area lights shadow info to uniforms
1626

1627 1628
		}

T
tschw 已提交
1629 1630
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1631
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1632

T
tschw 已提交
1633
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1634

M
Mr.doob 已提交
1635
	}
M
Mr.doob 已提交
1636

1637
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1638

1639
		textures.resetTextureUnits();
M
Mr.doob 已提交
1640

1641
		var materialProperties = properties.get( material );
1642
		var lights = currentRenderState.state.lights;
1643

M
Mr.doob 已提交
1644 1645 1646
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1647 1648 1649 1650 1651
		if ( _clippingEnabled ) {

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

				var useCache =
1652 1653
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1654 1655 1656 1657

				// 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
1658
				_clipping.setState(
1659 1660
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1661 1662 1663 1664 1665

			}

		}

1666
		if ( material.needsUpdate === false ) {
1667

1668
			if ( materialProperties.program === undefined ) {
1669

1670
				material.needsUpdate = true;
1671

1672
			} else if ( material.fog && materialProperties.fog !== fog ) {
1673

M
Mr.doob 已提交
1674
				material.needsUpdate = true;
1675

M
Mr.doob 已提交
1676 1677 1678 1679 1680 1681 1682
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1683

1684
				material.needsUpdate = true;
1685

1686
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1687
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1688
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1689 1690 1691

				material.needsUpdate = true;

1692
			}
1693 1694 1695 1696

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1697

1698
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1699 1700 1701 1702
			material.needsUpdate = false;

		}

1703
		var refreshProgram = false;
M
Mr.doob 已提交
1704
		var refreshMaterial = false;
1705
		var refreshLights = false;
M
Mr.doob 已提交
1706

1707
		var program = materialProperties.program,
1708
			p_uniforms = program.getUniforms(),
1709
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1710

1711
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1712

1713
			refreshProgram = true;
M
Mr.doob 已提交
1714
			refreshMaterial = true;
1715
			refreshLights = true;
M
Mr.doob 已提交
1716 1717 1718 1719 1720 1721

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1722

M
Mr.doob 已提交
1723 1724 1725 1726
			refreshMaterial = true;

		}

1727
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1728

M
Mr.doob 已提交
1729
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1730

G
gero3 已提交
1731
			if ( capabilities.logarithmicDepthBuffer ) {
1732

T
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1733
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1734
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1735 1736 1737

			}

1738
			if ( _currentCamera !== camera ) {
1739

1740
				_currentCamera = camera;
1741 1742 1743 1744 1745 1746

				// 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
1747
				refreshLights = true;		// remains set until update done
1748 1749

			}
M
Mr.doob 已提交
1750

1751 1752 1753
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1754
			if ( material.isShaderMaterial ||
1755 1756 1757
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1758

T
tschw 已提交
1759 1760 1761
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1762

T
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1763
					uCamPos.setValue( _gl,
1764
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1765 1766 1767 1768 1769

				}

			}

1770
			if ( material.isMeshPhongMaterial ||
1771 1772 1773 1774
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1775
				material.skinning ) {
1776

T
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1777
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1778 1779 1780

			}

M
Mr.doob 已提交
1781 1782 1783 1784 1785 1786
		}

		// 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

1787
		if ( material.skinning ) {
M
Mr.doob 已提交
1788

T
tschw 已提交
1789 1790
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1791

T
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1792
			var skeleton = object.skeleton;
1793

T
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1794
			if ( skeleton ) {
1795

1796 1797
				var bones = skeleton.bones;

1798
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1799

1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810
					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
1811
						size = _Math.ceilPowerOfTwo( size );
1812 1813 1814 1815 1816 1817
						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 );
1818
						boneTexture.needsUpdate = true;
1819 1820 1821 1822 1823 1824 1825

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

					}

1826
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1827
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1828

T
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1829
				} else {
M
Mr.doob 已提交
1830

T
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1831
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1832 1833 1834 1835 1836 1837 1838 1839 1840

				}

			}

		}

		if ( refreshMaterial ) {

1841 1842 1843
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1844
			if ( material.lights ) {
M
Mr.doob 已提交
1845

1846
				// the current material requires lighting info
M
Mr.doob 已提交
1847

T
tschw 已提交
1848 1849 1850 1851 1852 1853
				// 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
1854

T
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1855
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1856

T
tschw 已提交
1857
			}
G
gero3 已提交
1858

T
tschw 已提交
1859
			// refresh uniforms common to several materials
G
gero3 已提交
1860

T
tschw 已提交
1861
			if ( fog && material.fog ) {
G
gero3 已提交
1862

T
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1863
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1864 1865 1866

			}

1867
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1868 1869 1870

				refreshUniformsCommon( m_uniforms, material );

1871
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1872

1873 1874
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1875

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

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

1880
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1881

1882
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1883

1884
				} else {
1885

1886
					refreshUniformsPhong( m_uniforms, material );
1887

1888
				}
T
Takahiro 已提交
1889

1890
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1891

1892
				refreshUniformsCommon( m_uniforms, material );
1893

1894
				if ( material.isMeshPhysicalMaterial ) {
1895

1896
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1897

1898
				} else {
W
WestLangley 已提交
1899

1900
					refreshUniformsStandard( m_uniforms, material );
W
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1901

1902
				}
W
WestLangley 已提交
1903

W
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1904 1905 1906 1907 1908 1909
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1910
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1911

1912
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1913
				refreshUniformsDepth( m_uniforms, material );
1914

W
WestLangley 已提交
1915
			} else if ( material.isMeshDistanceMaterial ) {
1916

1917
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1918
				refreshUniformsDistance( m_uniforms, material );
1919

1920
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1921

1922
				refreshUniformsCommon( m_uniforms, material );
1923
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1924

1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1939 1940 1941 1942
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1943 1944
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1945
				m_uniforms.color.value.copy( material.color );
1946 1947
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1948 1949
			}

M
Mr.doob 已提交
1950 1951 1952
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1953 1954
			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
1955

1956
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1957 1958 1959

		}

1960 1961
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1962
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1963 1964 1965
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1966

1967 1968 1969 1970 1971 1972
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1973
		// common matrices
M
Mr.doob 已提交
1974

M
Mr.doob 已提交
1975 1976
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1977
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1978

T
tschw 已提交
1979
		return program;
A
arose 已提交
1980 1981 1982

	}

M
Mr.doob 已提交
1983 1984
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1985
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1986 1987 1988

		uniforms.opacity.value = material.opacity;

1989 1990
		if ( material.color ) {

T
Takahiro 已提交
1991
			uniforms.diffuse.value.copy( material.color );
1992 1993

		}
M
Mr.doob 已提交
1994

1995
		if ( material.emissive ) {
M
Mr.doob 已提交
1996

1997
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1998 1999 2000

		}

2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2027
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2028 2029 2030 2031

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

2032
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2033

2034
		}
M
Mr.doob 已提交
2035

2036 2037 2038 2039 2040 2041 2042
		if ( material.lightMap ) {

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

		}

2043
		if ( material.aoMap ) {
2044

2045 2046
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2047 2048 2049

		}

M
Mr.doob 已提交
2050
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2051 2052 2053 2054 2055
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2056
		// 6. emissive map
M
Mr.doob 已提交
2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2068 2069 2070 2071
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2072 2073 2074 2075 2076 2077 2078 2079
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2080 2081 2082 2083 2084 2085 2086 2087
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2088 2089 2090 2091
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2092 2093 2094 2095
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2096 2097 2098 2099
		}

		if ( uvScaleMap !== undefined ) {

2100
			// backwards compatibility
2101
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2102 2103 2104 2105 2106

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2107
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2108

W
WestLangley 已提交
2109
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2110

W
WestLangley 已提交
2111
			}
2112

2113
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2114 2115 2116

		}

M
Mr.doob 已提交
2117
	}
M
Mr.doob 已提交
2118

M
Mr.doob 已提交
2119
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2120

T
Takahiro 已提交
2121
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2122 2123
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2124
	}
M
Mr.doob 已提交
2125

M
Mr.doob 已提交
2126
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2127 2128 2129 2130 2131

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

M
Mr.doob 已提交
2132
	}
M
Mr.doob 已提交
2133

M
Mr.doob 已提交
2134
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2135

T
Takahiro 已提交
2136
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2137
		uniforms.opacity.value = material.opacity;
2138
		uniforms.size.value = material.size * _pixelRatio;
2139
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2140 2141 2142

		uniforms.map.value = material.map;

2143 2144
		if ( material.map !== null ) {

W
WestLangley 已提交
2145
			if ( material.map.matrixAutoUpdate === true ) {
2146

W
WestLangley 已提交
2147
				material.map.updateMatrix();
W
WestLangley 已提交
2148 2149

			}
2150

2151
			uniforms.uvTransform.value.copy( material.map.matrix );
2152 2153 2154

		}

2155 2156 2157 2158
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2159
		uniforms.diffuse.value.copy( material.color );
2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;
		uniforms.map.value = material.map;

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2176
	}
M
Mr.doob 已提交
2177

M
Mr.doob 已提交
2178
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2179

T
Takahiro 已提交
2180
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2181

2182
		if ( fog.isFog ) {
M
Mr.doob 已提交
2183 2184 2185 2186

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

2187
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2188 2189 2190 2191 2192

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2193
	}
M
Mr.doob 已提交
2194

M
Mr.doob 已提交
2195
	function refreshUniformsLambert( uniforms, material ) {
2196 2197 2198 2199 2200 2201 2202 2203 2204

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2205
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2206

T
Takahiro 已提交
2207
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2208
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2209

2210
		if ( material.emissiveMap ) {
2211

2212
			uniforms.emissiveMap.value = material.emissiveMap;
2213

2214
		}
M
Mr.doob 已提交
2215

2216 2217 2218 2219
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2220
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2221

2222
		}
M
Mr.doob 已提交
2223

2224 2225 2226 2227
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2228
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2229 2230

		}
M
Mr.doob 已提交
2231

2232 2233 2234 2235 2236
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2237

2238
		}
2239

T
Takahiro 已提交
2240 2241 2242 2243 2244 2245
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2246
		if ( material.gradientMap ) {
T
Takahiro 已提交
2247

T
Takahiro 已提交
2248
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2249 2250 2251

		}

2252 2253
	}

M
Mr.doob 已提交
2254
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280

		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;
2281
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2282 2283 2284 2285 2286 2287 2288

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2289
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
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WestLangley 已提交
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		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

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Mr.doob 已提交
2310
	function refreshUniformsPhysical( uniforms, material ) {
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2311

2312 2313 2314 2315
		refreshUniformsStandard( uniforms, material );

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

2316 2317 2318
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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2319 2320
	}

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2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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WestLangley 已提交
2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382
	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;

	}

2383 2384 2385 2386 2387 2388
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2389
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2390 2391 2392 2393 2394 2395 2396

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2397
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410

		}

		if ( material.displacementMap ) {

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

		}

	}

2411 2412
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2413
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2414

M
Mr.doob 已提交
2415
		uniforms.ambientLightColor.needsUpdate = value;
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WestLangley 已提交
2416
		uniforms.lightProbe.needsUpdate = value;
2417

B
Ben Houston 已提交
2418 2419 2420
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2421
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2422
		uniforms.hemisphereLights.needsUpdate = value;
2423

M
Mr.doob 已提交
2424
	}
2425

2426 2427 2428 2429 2430 2431 2432 2433
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2434
	this.getRenderTarget = function () {
2435 2436 2437

		return _currentRenderTarget;

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Michael Herzog 已提交
2438
	};
2439

2440
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
M
Mr.doob 已提交
2441

2442 2443
		_currentRenderTarget = renderTarget;

2444
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2445

2446
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2447 2448 2449

		}

2450
		var framebuffer = _framebuffer;
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Mr.doob 已提交
2451
		var isCube = false;
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Mr.doob 已提交
2452 2453 2454

		if ( renderTarget ) {

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Mr.doob 已提交
2455
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2456

M
Mr.doob 已提交
2457
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2458

2459
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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Mr.doob 已提交
2460
				isCube = true;
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Mr.doob 已提交
2461

2462 2463 2464 2465
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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Mr.doob 已提交
2466 2467
			} else {

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2468
				framebuffer = __webglFramebuffer;
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2469 2470 2471

			}

M
Mr.doob 已提交
2472
			_currentViewport.copy( renderTarget.viewport );
2473 2474
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2475

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Mr.doob 已提交
2476 2477
		} else {

M
Mr.doob 已提交
2478
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2479
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2480
			_currentScissorTest = _scissorTest;
2481

M
Mr.doob 已提交
2482 2483
		}

M
Mr.doob 已提交
2484
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2485 2486 2487 2488 2489 2490

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

		}

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Mr.doob 已提交
2491
		state.viewport( _currentViewport );
2492 2493
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2494

M
Mr.doob 已提交
2495 2496 2497
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2498
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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2499 2500 2501

		}

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Mr.doob 已提交
2502 2503
	};

2504
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2505

0
06wj 已提交
2506
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2507

2508
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2509
			return;
2510

G
gero3 已提交
2511
		}
2512

M
Mr.doob 已提交
2513
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2514

2515
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex != undefined ) {
2516 2517 2518 2519 2520

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2521
		if ( framebuffer ) {
2522

G
gero3 已提交
2523
			var restore = false;
2524

M
Mr.doob 已提交
2525
			if ( framebuffer !== _currentFramebuffer ) {
2526

M
Mr.doob 已提交
2527
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2528

G
gero3 已提交
2529
				restore = true;
2530

G
gero3 已提交
2531
			}
2532

M
Mr.doob 已提交
2533
			try {
2534

M
Mr.doob 已提交
2535
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2536 2537
				var textureFormat = texture.format;
				var textureType = texture.type;
2538

2539
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2540

M
Mr.doob 已提交
2541 2542
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2543

M
Mr.doob 已提交
2544
				}
2545

2546
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2547 2548
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2549

M
Mr.doob 已提交
2550 2551
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2552

M
Mr.doob 已提交
2553
				}
2554

M
Mr.doob 已提交
2555
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2556

2557 2558
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2559
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2560

2561
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2562 2563

					}
2564

M
Mr.doob 已提交
2565
				} else {
M
Mr.doob 已提交
2566

M
Mr.doob 已提交
2567 2568 2569
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2570

M
Mr.doob 已提交
2571
			} finally {
M
Mr.doob 已提交
2572

M
Mr.doob 已提交
2573 2574 2575
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2576

M
Mr.doob 已提交
2577 2578 2579
				}

			}
M
Mr.doob 已提交
2580 2581 2582

		}

M
Mr.doob 已提交
2583 2584
	};

2585
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2586 2587 2588

		var width = texture.image.width;
		var height = texture.image.height;
2589
		var glFormat = utils.convert( texture.format );
2590

2591
		textures.setTexture2D( texture, 0 );
2592

2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

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

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

2604
		textures.setTexture2D( dstTexture, 0 );
2605

2606 2607 2608 2609 2610 2611 2612 2613 2614
		if ( srcTexture.isDataTexture ) {

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

		} else {

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

		}
2615 2616 2617

	};

M
Mr.doob 已提交
2618
}
R
Rich Harris 已提交
2619

2620
export { WebGLRenderer };