WebGLRenderer.js 60.7 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';
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import { WebGLRendererDebug } from "./WebGLRendererDebug.js";
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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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	this.debug = new WebGLRendererDebug();
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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 = null;

	if ( typeof navigator !== 'undefined' ) {

		vr = ( '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
628

M
Mr.doob 已提交
629 630
		}

631
	}
M
Mr.doob 已提交
632 633 634

	// Buffer rendering

M
Mr.doob 已提交
635
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
636 637 638

		object.render( function ( object ) {

M
Mr.doob 已提交
639
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
640 641 642 643 644

		} );

	}

M
Mugen87 已提交
645
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
646

647
		state.initAttributes();
648

649
		var buffers = properties.get( object );
650

651 652 653 654
		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
655

656
		var programAttributes = program.getAttributes();
657

M
Mr.doob 已提交
658 659
		if ( object.hasPositions ) {

660
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
661
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
662

663 664
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
665 666 667 668 669

		}

		if ( object.hasNormals ) {

670
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
671
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
672

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

		}

678
		if ( object.hasUvs ) {
M
Mr.doob 已提交
679

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

683
			state.enableAttribute( programAttributes.uv );
684
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
685 686 687

		}

688
		if ( object.hasColors ) {
M
Mr.doob 已提交
689

690
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
691
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
692

693 694
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
695 696 697

		}

698
		state.disableUnusedAttributes();
699

M
Mr.doob 已提交
700 701 702 703 704 705
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

706
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
707

708
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
709 710

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
711

M
Mr.doob 已提交
712
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
713

M
Mr.doob 已提交
714
		var updateBuffers = false;
M
Mr.doob 已提交
715

716 717 718
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
719

M
Mr.doob 已提交
720 721
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
722
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
723 724 725 726
			updateBuffers = true;

		}

727
		if ( object.morphTargetInfluences ) {
728

729
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
730 731 732 733 734

			updateBuffers = true;

		}

735 736
		//

737
		var index = geometry.index;
738
		var position = geometry.attributes.position;
739
		var rangeFactor = 1;
740

741 742
		if ( material.wireframe === true ) {

743
			index = geometries.getWireframeAttribute( geometry );
744
			rangeFactor = 2;
745 746 747

		}

M
Mr.doob 已提交
748
		var attribute;
M
Mr.doob 已提交
749
		var renderer = bufferRenderer;
750

751
		if ( index !== null ) {
752

M
Mr.doob 已提交
753
			attribute = attributes.get( index );
754

755
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
756
			renderer.setIndex( attribute );
757

758
		}
M
Mr.doob 已提交
759

760
		if ( updateBuffers ) {
M
Mr.doob 已提交
761

762
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
763

764
			if ( index !== null ) {
765

M
Mr.doob 已提交
766
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
767 768 769

			}

770
		}
771

772 773
		//

774
		var dataCount = Infinity;
775

M
Mr.doob 已提交
776
		if ( index !== null ) {
777

M
Mr.doob 已提交
778
			dataCount = index.count;
779

M
Mr.doob 已提交
780
		} else if ( position !== undefined ) {
781

M
Mr.doob 已提交
782
			dataCount = position.count;
783

M
Mr.doob 已提交
784
		}
785

M
Mr.doob 已提交
786 787
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
788

M
Mr.doob 已提交
789 790
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
791

M
Mr.doob 已提交
792
		var drawStart = Math.max( rangeStart, groupStart );
793
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
794 795 796

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

797 798
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
799
		//
800

801
		if ( object.isMesh ) {
802

803
			if ( material.wireframe === true ) {
804

805
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
806
				renderer.setMode( _gl.LINES );
807

808
			} else {
M
Mr.doob 已提交
809 810

				switch ( object.drawMode ) {
811

R
Rich Harris 已提交
812
					case TrianglesDrawMode:
B
Ben Adams 已提交
813 814 815
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
816
					case TriangleStripDrawMode:
B
Ben Adams 已提交
817 818 819
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
820
					case TriangleFanDrawMode:
B
Ben Adams 已提交
821 822 823 824
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
825

826
			}
827

828

829
		} else if ( object.isLine ) {
830

831
			var lineWidth = material.linewidth;
832

833
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
834

835
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
836

837
			if ( object.isLineSegments ) {
838

839
				renderer.setMode( _gl.LINES );
840

841 842 843 844
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

845
			} else {
846

847
				renderer.setMode( _gl.LINE_STRIP );
848 849

			}
M
Mr.doob 已提交
850

851
		} else if ( object.isPoints ) {
852 853

			renderer.setMode( _gl.POINTS );
854

855 856 857 858
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

859
		}
860

T
Takahiro 已提交
861
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
862 863 864

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
865
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
866

J
jfranc 已提交
867
			}
868 869 870

		} else {

M
Mr.doob 已提交
871
			renderer.render( drawStart, drawCount );
872

M
Mr.doob 已提交
873 874 875 876
		}

	};

877
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
878

A
Alex Goldring 已提交
879
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
880

881
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
882

883
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
884
				return;
B
Ben Adams 已提交
885

M
Mr.doob 已提交
886 887 888
			}

		}
B
Ben Adams 已提交
889

890 891
		state.initAttributes();

892
		var geometryAttributes = geometry.attributes;
893

894
		var programAttributes = program.getAttributes();
895

896
		var materialDefaultAttributeValues = material.defaultAttributeValues;
897

898
		for ( var name in programAttributes ) {
899

900
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
901

M
Mr.doob 已提交
902
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
903

904
				var geometryAttribute = geometryAttributes[ name ];
905

M
Mr.doob 已提交
906
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
907

908
					var normalized = geometryAttribute.normalized;
909
					var size = geometryAttribute.itemSize;
910

M
Mr.doob 已提交
911
					var attribute = attributes.get( geometryAttribute );
912

913 914 915 916
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
917 918 919
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
920

A
aardgoose 已提交
921
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
922

M
Mr.doob 已提交
923 924 925 926
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
927
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
928

929
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
930

M
Mr.doob 已提交
931
							if ( geometry.maxInstancedCount === undefined ) {
932

D
dubejf 已提交
933
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
934

M
Mr.doob 已提交
935
							}
B
Ben Adams 已提交
936

M
Mr.doob 已提交
937
						} else {
B
Ben Adams 已提交
938

M
Mr.doob 已提交
939
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
940

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

M
Mr.doob 已提交
943
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
944
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
					} else {
B
Ben Adams 已提交
947

A
aardgoose 已提交
948
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
949

950
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
951

M
Mr.doob 已提交
952
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
953

D
dubejf 已提交
954
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
955

M
Mr.doob 已提交
956
							}
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958 959 960 961
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
964
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
965
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
966

B
Ben Adams 已提交
967
					}
M
Mr.doob 已提交
968

969 970
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
971
					var value = materialDefaultAttributeValues[ name ];
972

973
					if ( value !== undefined ) {
M
Mr.doob 已提交
974

975
						switch ( value.length ) {
M
Mr.doob 已提交
976

977 978 979
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
980

981 982 983
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
984

985 986 987
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
988

989 990
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
991 992

						}
M
Mr.doob 已提交
993 994 995 996 997 998 999 1000

					}

				}

			}

		}
1001

1002
		state.disableUnusedAttributes();
1003

M
Mr.doob 已提交
1004 1005
	}

M
Mr.doob 已提交
1006
	// Compile
M
Mr.doob 已提交
1007

M
Mr.doob 已提交
1008
	this.compile = function ( scene, camera ) {
1009

M
Mr.doob 已提交
1010
		currentRenderState = renderStates.get( scene, camera );
1011
		currentRenderState.init();
1012

M
Mr.doob 已提交
1013
		scene.traverse( function ( object ) {
G
gero3 已提交
1014 1015

			if ( object.isLight ) {
M
Mr.doob 已提交
1016

1017
				currentRenderState.pushLight( object );
1018 1019 1020

				if ( object.castShadow ) {

1021
					currentRenderState.pushShadow( object );
1022 1023

				}
M
Mr.doob 已提交
1024

G
gero3 已提交
1025
			}
M
Mr.doob 已提交
1026 1027 1028

		} );

1029
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1030 1031 1032 1033 1034

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1035
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1036

G
gero3 已提交
1037
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1038 1039 1040

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

G
gero3 已提交
1041
					}
M
Mr.doob 已提交
1042

G
gero3 已提交
1043
				} else {
M
Mr.doob 已提交
1044 1045 1046

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

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

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

		} );
G
gero3 已提交
1052 1053

	};
1054

1055
	// Animation Loop
M
Mr.doob 已提交
1056

M
Mr.doob 已提交
1057
	var onAnimationFrameCallback = null;
1058

1059
	function onAnimationFrame( time ) {
1060

M
Mr.doob 已提交
1061
		if ( vr.isPresenting() ) return;
1062
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1063

1064
	}
1065

M
Mr.doob 已提交
1066 1067
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1068 1069

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1070

1071
	this.setAnimationLoop = function ( callback ) {
1072

M
Mr.doob 已提交
1073 1074
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1075

1076 1077
		animation.start();

1078 1079
	};

M
Mr.doob 已提交
1080 1081
	// Rendering

1082 1083
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1084
		var renderTarget, forceClear;
1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098

		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 ];

		}
1099

0
06wj 已提交
1100
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1101

1102
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1103 1104 1105 1106
			return;

		}

1107 1108
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1109 1110
		// reset caching for this frame

M
Mr.doob 已提交
1111 1112
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1113
		_currentGeometryProgram.wireframe = false;
1114
		_currentMaterialId = - 1;
1115
		_currentCamera = null;
M
Mr.doob 已提交
1116 1117 1118

		// update scene graph

1119
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1120 1121 1122

		// update camera matrices and frustum

1123
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1124

1125 1126 1127 1128 1129 1130
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1131 1132
		//

1133 1134
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1135

M
Marc-Sefan Cassola 已提交
1136
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1137

M
Mr.doob 已提交
1138 1139 1140
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1141
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1142
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1143

1144 1145 1146
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1147
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1148

M
Mr.doob 已提交
1149
		if ( _this.sortObjects === true ) {
1150

1151
			currentRenderList.sort();
M
Mr.doob 已提交
1152

1153 1154
		}

M
Mr.doob 已提交
1155
		//
M
Mr.doob 已提交
1156

T
tschw 已提交
1157
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1158

1159
		var shadowsArray = currentRenderState.state.shadowsArray;
1160

1161
		shadowMap.render( shadowsArray, scene, camera );
1162

1163
		currentRenderState.setupLights( camera );
1164

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

M
Mr.doob 已提交
1167 1168
		//

A
Atrahasis 已提交
1169
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1170

1171
		if ( renderTarget !== undefined ) {
1172

1173
			this.setRenderTarget( renderTarget );
1174 1175 1176

		}

M
Mr.doob 已提交
1177 1178
		//

1179
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1180

1181
		// render scene
M
Mr.doob 已提交
1182

1183 1184 1185
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1186 1187
		if ( scene.overrideMaterial ) {

1188
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1189

M
Mr.doob 已提交
1190 1191
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1192

M
Mr.doob 已提交
1193 1194
		} else {

1195 1196
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1197
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1198 1199 1200

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

M
Mr.doob 已提交
1201
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1202

1203
		}
M
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1204

1205
		//
M
Mr.doob 已提交
1206

1207 1208 1209 1210
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1211
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1212

1213 1214
			// Generate mipmap if we're using any kind of mipmap filtering

1215
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1216

M
Mugen87 已提交
1217
			// resolve multisample renderbuffers to a single-sample texture if necessary
1218

1219
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1220

M
Mr.doob 已提交
1221 1222
		}

1223
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1224

1225 1226 1227
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1228

1229
		state.setPolygonOffset( false );
1230

M
Mr.doob 已提交
1231
		if ( vr.enabled ) {
1232

1233
			vr.submitFrame();
1234

M
Mr.doob 已提交
1235
		}
M
Mr.doob 已提交
1236

M
Mr.doob 已提交
1237 1238
		// _gl.finish();

1239
		currentRenderList = null;
1240
		currentRenderState = null;
1241

M
Mr.doob 已提交
1242
	};
M
Mr.doob 已提交
1243

1244
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1245

1246
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1247

1248
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1249

1250
		if ( visible ) {
1251

1252 1253 1254 1255 1256
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1257

1258
				currentRenderState.pushLight( object );
1259 1260 1261

				if ( object.castShadow ) {

1262
					currentRenderState.pushShadow( object );
1263 1264

				}
M
Mr.doob 已提交
1265

1266
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1267

1268
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1269

1270 1271 1272 1273 1274 1275 1276 1277 1278 1279
					if ( sortObjects ) {

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

					}

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

1280 1281 1282 1283 1284
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1285

1286
				}
M
Mr.doob 已提交
1287

1288
			} else if ( object.isImmediateRenderObject ) {
M
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1289

1290
				if ( sortObjects ) {
M
Mr.doob 已提交
1291

1292 1293
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1294

1295
				}
M
Mr.doob 已提交
1296

1297
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1298

1299
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1300

1301
				if ( object.isSkinnedMesh ) {
1302

1303
					object.skeleton.update();
1304

1305
				}
1306

1307
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1308

1309 1310 1311 1312 1313 1314
					if ( sortObjects ) {

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

					}
1315

1316 1317
					var geometry = objects.update( object );
					var material = object.material;
1318

1319
					if ( Array.isArray( material ) ) {
1320

1321
						var groups = geometry.groups;
1322

1323
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1324

1325 1326
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1327

1328
							if ( groupMaterial && groupMaterial.visible ) {
1329

1330
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1331 1332

							}
M
Mr.doob 已提交
1333

M
Mr.doob 已提交
1334
						}
M
Mr.doob 已提交
1335

1336
					} else if ( material.visible ) {
1337

1338
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1339

1340
					}
M
Mr.doob 已提交
1341

1342
				}
M
Mr.doob 已提交
1343

1344
			}
M
Mr.doob 已提交
1345

M
Mr.doob 已提交
1346
		}
M
Mr.doob 已提交
1347

M
Mr.doob 已提交
1348
		var children = object.children;
M
Mr.doob 已提交
1349

M
Mr.doob 已提交
1350 1351
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1352
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1353

1354
		}
1355

1356
	}
M
Mr.doob 已提交
1357

1358
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1359

M
Mr.doob 已提交
1360
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1361

1362
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1363

1364
			var object = renderItem.object;
M
Mr.doob 已提交
1365 1366 1367
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1368

M
Mr.doob 已提交
1369
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1370

1371 1372
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1373
				var cameras = camera.cameras;
M
Mr.doob 已提交
1374

M
Mr.doob 已提交
1375
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1376

M
Mr.doob 已提交
1377
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1378

1379
					if ( object.layers.test( camera2.layers ) ) {
1380

M
Mr.doob 已提交
1381 1382 1383 1384 1385 1386 1387
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1388

M
Mr.doob 已提交
1389 1390 1391 1392
							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
1393

M
Mr.doob 已提交
1394 1395 1396
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1397

1398 1399
						currentRenderState.setupLights( camera2 );

1400 1401 1402
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1403

M
Mr.doob 已提交
1404
				}
1405

M
Mr.doob 已提交
1406
			} else {
M
Mr.doob 已提交
1407

1408 1409
				_currentArrayCamera = null;

M
Mr.doob 已提交
1410
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1411

M
Mr.doob 已提交
1412
			}
M
Mr.doob 已提交
1413

1414
		}
M
Mr.doob 已提交
1415

1416
	}
G
gero3 已提交
1417

M
Mr.doob 已提交
1418 1419
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1420
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1421
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1422

M
Mr.doob 已提交
1423 1424 1425 1426 1427
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1428
			state.setMaterial( material );
M
Mr.doob 已提交
1429 1430 1431

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

M
Mr.doob 已提交
1432 1433
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1434
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1435

M
Mr.doob 已提交
1436
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1437 1438 1439

		} else {

M
Mugen87 已提交
1440
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1441 1442 1443

		}

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

M
Mr.doob 已提交
1447 1448
	}

1449
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1450

1451
		var materialProperties = properties.get( material );
G
gero3 已提交
1452

1453 1454
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1455

M
Mr.doob 已提交
1456 1457 1458
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1459
		var parameters = programCache.getParameters(
1460
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1461

G
gero3 已提交
1462
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1463

1464
		var program = materialProperties.program;
T
tschw 已提交
1465
		var programChange = true;
1466

1467
		if ( program === undefined ) {
B
Ben Adams 已提交
1468

M
Mr.doob 已提交
1469 1470
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1471

1472
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1473

M
Mr.doob 已提交
1474
			// changed glsl or parameters
1475
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1476

M
Mr.doob 已提交
1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491
		} 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;
1492 1493 1494

			programChange = false;

G
gero3 已提交
1495
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1496

T
tschw 已提交
1497
			// same glsl and uniform list
T
tschw 已提交
1498 1499
			return;

T
tschw 已提交
1500
		} else {
B
Ben Adams 已提交
1501

T
tschw 已提交
1502 1503
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1504 1505 1506

		}

1507
		if ( programChange ) {
B
Ben Adams 已提交
1508

1509
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1510

R
Rich Harris 已提交
1511
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1512

1513
				materialProperties.shader = {
1514
					name: material.type,
M
Mr.doob 已提交
1515
					uniforms: cloneUniforms( shader.uniforms ),
1516
					vertexShader: shader.vertexShader,
1517
					fragmentShader: shader.fragmentShader
1518
				};
B
Ben Adams 已提交
1519

1520
			} else {
B
Ben Adams 已提交
1521

1522
				materialProperties.shader = {
1523 1524 1525
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1526
					fragmentShader: material.fragmentShader
1527
				};
G
gero3 已提交
1528

1529
			}
G
gero3 已提交
1530

1531
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1532

1533
			// Computing code again as onBeforeCompile may have changed the shaders
1534 1535
			code = programCache.getProgramCode( material, parameters );

1536
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1537

1538 1539
			materialProperties.program = program;
			material.program = program;
1540 1541 1542

		}

1543
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1544 1545 1546 1547 1548

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1549
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1550

1551
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1565
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1566

1567
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1568 1569 1570 1571 1572 1573 1574 1575 1576

					material.numSupportedMorphNormals ++;

				}

			}

		}

1577
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1578

1579
		if ( ! material.isShaderMaterial &&
1580 1581
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1582

T
tschw 已提交
1583
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1584
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1585
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1586 1587 1588

		}

1589
		materialProperties.fog = fog;
1590

1591
		// store the light setup it was created for
M
Mr.doob 已提交
1592
		if ( lightsHash === undefined ) {
1593

M
Mr.doob 已提交
1594
			materialProperties.lightsHash = lightsHash = {};
1595 1596 1597

		}

M
Mr.doob 已提交
1598 1599 1600 1601 1602 1603 1604
		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;
1605

M
Mr.doob 已提交
1606
		if ( material.lights ) {
1607 1608 1609

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

1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1623
			// TODO (abelnation): add area lights shadow info to uniforms
1624

1625 1626
		}

T
tschw 已提交
1627 1628
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1629
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1630

T
tschw 已提交
1631
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1632

M
Mr.doob 已提交
1633
	}
M
Mr.doob 已提交
1634

1635
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1636

1637
		textures.resetTextureUnits();
M
Mr.doob 已提交
1638

1639
		var materialProperties = properties.get( material );
1640
		var lights = currentRenderState.state.lights;
1641

M
Mr.doob 已提交
1642 1643 1644
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1645 1646 1647 1648 1649
		if ( _clippingEnabled ) {

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

				var useCache =
1650 1651
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1652 1653 1654 1655

				// 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
1656
				_clipping.setState(
1657 1658
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1659 1660 1661 1662 1663

			}

		}

1664
		if ( material.needsUpdate === false ) {
1665

1666
			if ( materialProperties.program === undefined ) {
1667

1668
				material.needsUpdate = true;
1669

1670
			} else if ( material.fog && materialProperties.fog !== fog ) {
1671

M
Mr.doob 已提交
1672
				material.needsUpdate = true;
1673

M
Mr.doob 已提交
1674 1675 1676 1677 1678 1679 1680
			} 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 ) ) {
1681

1682
				material.needsUpdate = true;
1683

1684
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1685
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1686
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1687 1688 1689

				material.needsUpdate = true;

1690
			}
1691 1692 1693 1694

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1695

1696
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1697 1698 1699 1700
			material.needsUpdate = false;

		}

1701
		var refreshProgram = false;
M
Mr.doob 已提交
1702
		var refreshMaterial = false;
1703
		var refreshLights = false;
M
Mr.doob 已提交
1704

1705
		var program = materialProperties.program,
1706
			p_uniforms = program.getUniforms(),
1707
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1708

1709
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1710

1711
			refreshProgram = true;
M
Mr.doob 已提交
1712
			refreshMaterial = true;
1713
			refreshLights = true;
M
Mr.doob 已提交
1714 1715 1716 1717 1718 1719

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1720

M
Mr.doob 已提交
1721 1722 1723 1724
			refreshMaterial = true;

		}

1725
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1726

M
Mr.doob 已提交
1727
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1728

G
gero3 已提交
1729
			if ( capabilities.logarithmicDepthBuffer ) {
1730

T
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1731
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1732
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1733 1734 1735

			}

1736
			if ( _currentCamera !== camera ) {
1737

1738
				_currentCamera = camera;
1739 1740 1741 1742 1743 1744

				// 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
1745
				refreshLights = true;		// remains set until update done
1746 1747

			}
M
Mr.doob 已提交
1748

1749 1750 1751
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1752
			if ( material.isShaderMaterial ||
1753 1754 1755
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1756

T
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1757 1758 1759
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1760

T
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1761
					uCamPos.setValue( _gl,
1762
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1763 1764 1765 1766 1767

				}

			}

1768
			if ( material.isMeshPhongMaterial ||
1769 1770 1771 1772
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1773
				material.skinning ) {
1774

T
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1775
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1776 1777 1778

			}

M
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1779 1780 1781 1782 1783 1784
		}

		// 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

1785
		if ( material.skinning ) {
M
Mr.doob 已提交
1786

T
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1787 1788
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1789

T
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1790
			var skeleton = object.skeleton;
1791

T
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1792
			if ( skeleton ) {
1793

1794 1795
				var bones = skeleton.bones;

1796
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1797

1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808
					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
1809
						size = _Math.ceilPowerOfTwo( size );
1810 1811 1812 1813 1814 1815
						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 );
1816
						boneTexture.needsUpdate = true;
1817 1818 1819 1820 1821 1822 1823

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

					}

1824
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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Mr.doob 已提交
1825
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1826

T
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1827
				} else {
M
Mr.doob 已提交
1828

T
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1829
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1830 1831 1832 1833 1834 1835 1836 1837 1838

				}

			}

		}

		if ( refreshMaterial ) {

1839 1840 1841
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1842
			if ( material.lights ) {
M
Mr.doob 已提交
1843

1844
				// the current material requires lighting info
M
Mr.doob 已提交
1845

T
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1846 1847 1848 1849 1850 1851
				// 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
1852

T
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1853
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1854

T
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1855
			}
G
gero3 已提交
1856

T
tschw 已提交
1857
			// refresh uniforms common to several materials
G
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1858

T
tschw 已提交
1859
			if ( fog && material.fog ) {
G
gero3 已提交
1860

T
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1861
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1862 1863 1864

			}

1865
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1866 1867 1868

				refreshUniformsCommon( m_uniforms, material );

1869
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1870

1871 1872
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1873

1874
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1875

1876
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1877

1878
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1879

1880
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1881

1882
				} else {
1883

1884
					refreshUniformsPhong( m_uniforms, material );
1885

1886
				}
T
Takahiro 已提交
1887

1888
			} else if ( material.isMeshStandardMaterial ) {
T
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1889

1890
				refreshUniformsCommon( m_uniforms, material );
1891

1892
				if ( material.isMeshPhysicalMaterial ) {
1893

1894
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1895

1896
				} else {
W
WestLangley 已提交
1897

1898
					refreshUniformsStandard( m_uniforms, material );
W
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1899

1900
				}
W
WestLangley 已提交
1901

W
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1902 1903 1904 1905 1906 1907
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1908
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1909

1910
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1911
				refreshUniformsDepth( m_uniforms, material );
1912

W
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1913
			} else if ( material.isMeshDistanceMaterial ) {
1914

1915
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1916
				refreshUniformsDistance( m_uniforms, material );
1917

1918
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1919

1920
				refreshUniformsCommon( m_uniforms, material );
1921
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1922

1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1937 1938 1939 1940
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1941 1942 1943 1944 1945
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1946 1947
			}

M
Mr.doob 已提交
1948 1949 1950
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1951 1952
			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
1953

1954
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1955 1956 1957

		}

1958 1959
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1960
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1961 1962 1963
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1964

1965 1966 1967 1968 1969 1970
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1971
		// common matrices
M
Mr.doob 已提交
1972

M
Mr.doob 已提交
1973 1974
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1975
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1976

T
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1977
		return program;
A
arose 已提交
1978 1979 1980

	}

M
Mr.doob 已提交
1981 1982
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1983
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1984 1985 1986

		uniforms.opacity.value = material.opacity;

1987 1988 1989 1990 1991
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1992

1993
		if ( material.emissive ) {
M
Mr.doob 已提交
1994

1995
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1996 1997 1998

		}

1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024
		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
2025
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2026 2027 2028 2029

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

2030
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2031

2032
		}
M
Mr.doob 已提交
2033

2034 2035 2036 2037 2038 2039 2040
		if ( material.lightMap ) {

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

		}

2041
		if ( material.aoMap ) {
2042

2043 2044
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2045 2046 2047

		}

M
Mr.doob 已提交
2048
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2049 2050 2051 2052 2053
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2054
		// 6. emissive map
M
Mr.doob 已提交
2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2066 2067 2068 2069
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2070 2071 2072 2073 2074 2075 2076 2077
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2078 2079 2080 2081 2082 2083 2084 2085
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2086 2087 2088 2089
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2090 2091 2092 2093
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2094 2095 2096 2097
		}

		if ( uvScaleMap !== undefined ) {

2098
			// backwards compatibility
2099
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2100 2101 2102 2103 2104

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2105
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2106

W
WestLangley 已提交
2107
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2108

W
WestLangley 已提交
2109
			}
2110

2111
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2112 2113 2114

		}

M
Mr.doob 已提交
2115
	}
M
Mr.doob 已提交
2116

M
Mr.doob 已提交
2117
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2118 2119 2120 2121

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

M
Mr.doob 已提交
2122
	}
M
Mr.doob 已提交
2123

M
Mr.doob 已提交
2124
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2125 2126 2127 2128 2129

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

M
Mr.doob 已提交
2130
	}
M
Mr.doob 已提交
2131

M
Mr.doob 已提交
2132
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2133

2134
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2135
		uniforms.opacity.value = material.opacity;
2136
		uniforms.size.value = material.size * _pixelRatio;
2137
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2138 2139 2140

		uniforms.map.value = material.map;

2141 2142
		if ( material.map !== null ) {

W
WestLangley 已提交
2143
			if ( material.map.matrixAutoUpdate === true ) {
2144

W
WestLangley 已提交
2145
				material.map.updateMatrix();
W
WestLangley 已提交
2146 2147

			}
2148

2149
			uniforms.uvTransform.value.copy( material.map.matrix );
2150 2151 2152

		}

2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173
	}

	function refreshUniformsSprites( uniforms, material ) {

		uniforms.diffuse.value = material.color;
		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
2174
	}
M
Mr.doob 已提交
2175

M
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2176
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2177 2178 2179

		uniforms.fogColor.value = fog.color;

2180
		if ( fog.isFog ) {
M
Mr.doob 已提交
2181 2182 2183 2184

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

2185
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2186 2187 2188 2189 2190

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2191
	}
M
Mr.doob 已提交
2192

M
Mr.doob 已提交
2193
	function refreshUniformsLambert( uniforms, material ) {
2194 2195 2196 2197 2198 2199 2200 2201 2202

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2203
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2204

2205
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2206
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2207

2208
		if ( material.emissiveMap ) {
2209

2210
			uniforms.emissiveMap.value = material.emissiveMap;
2211

2212
		}
M
Mr.doob 已提交
2213

2214 2215 2216 2217
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2218
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2219

2220
		}
M
Mr.doob 已提交
2221

2222 2223 2224 2225
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2226
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2227 2228

		}
M
Mr.doob 已提交
2229

2230 2231 2232 2233 2234
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2235

2236
		}
2237

T
Takahiro 已提交
2238 2239 2240 2241 2242 2243
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2244
		if ( material.gradientMap ) {
T
Takahiro 已提交
2245

T
Takahiro 已提交
2246
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2247 2248 2249

		}

2250 2251
	}

M
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2252
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278

		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;
2279
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2280 2281 2282 2283 2284 2285 2286

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2287
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2308
	function refreshUniformsPhysical( uniforms, material ) {
W
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2310 2311 2312 2313
		refreshUniformsStandard( uniforms, material );

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

2314 2315 2316
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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	}

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2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

2381 2382 2383 2384 2385 2386
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2387
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2388 2389 2390 2391 2392 2393 2394

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2395
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408

		}

		if ( material.displacementMap ) {

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

		}

	}

2409 2410
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2412

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		uniforms.ambientLightColor.needsUpdate = value;
2414

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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2418
		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
2420

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	}
2422

2423 2424 2425 2426 2427 2428 2429 2430
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2431
	this.getRenderTarget = function () {
2432 2433 2434

		return _currentRenderTarget;

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	};
2436

2437
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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2438

2439 2440
		_currentRenderTarget = renderTarget;

2441
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2442

2443
			textures.setupRenderTarget( renderTarget );
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2444 2445 2446

		}

2447
		var framebuffer = _framebuffer;
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2448
		var isCube = false;
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2449 2450 2451

		if ( renderTarget ) {

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2452
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2453

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2454
			if ( renderTarget.isWebGLRenderTargetCube ) {
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2455

2456
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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				isCube = true;
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2459 2460 2461 2462
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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2465
				framebuffer = __webglFramebuffer;
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2466 2467 2468

			}

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2469
			_currentViewport.copy( renderTarget.viewport );
2470 2471
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2472

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2473 2474
		} else {

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2475
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2476
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2477
			_currentScissorTest = _scissorTest;
2478

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2479 2480
		}

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2481
		if ( _currentFramebuffer !== framebuffer ) {
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2482 2483 2484 2485 2486 2487

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

		}

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2488
		state.viewport( _currentViewport );
2489 2490
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2491

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		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2495
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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		}

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	};

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	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2502

0
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2503
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2504

2505
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
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2506
			return;
2507

G
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2508
		}
2509

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2510
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2511

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2512
		if ( framebuffer ) {
2513

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2514
			var restore = false;
2515

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2516
			if ( framebuffer !== _currentFramebuffer ) {
2517

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2518
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2519

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2520
				restore = true;
2521

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2522
			}
2523

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2524
			try {
2525

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2526
				var texture = renderTarget.texture;
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2527 2528
				var textureFormat = texture.format;
				var textureType = texture.type;
2529

2530
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2531

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2532 2533
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2534

M
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2535
				}
2536

2537
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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2538 2539
					! ( 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' ) ) ) ) {
2540

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

M
Mr.doob 已提交
2544
				}
2545

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2546
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2547

2548 2549
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2550
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2551

2552
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2553 2554

					}
2555

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2556
				} else {
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2557

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2558 2559 2560
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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2561

M
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2562
			} finally {
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2563

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2564 2565 2566
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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2567

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2568 2569 2570
				}

			}
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2571 2572 2573

		}

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2574 2575
	};

2576
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2577 2578 2579

		var width = texture.image.width;
		var height = texture.image.height;
2580
		var glFormat = utils.convert( texture.format );
2581

2582
		textures.setTexture2D( texture, 0 );
2583

2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594
		_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 );

2595
		textures.setTexture2D( dstTexture, 0 );
2596

2597 2598 2599 2600 2601 2602 2603 2604 2605
		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 );

		}
2606 2607 2608

	};

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2609
}
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2610

2611
export { WebGLRenderer };