WebGLRenderer.js 59.2 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';
import { UniformsUtils } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state, 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 );
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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 = ( '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 () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		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 () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program ) {
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		object.render( function ( object ) {

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			_this.renderBufferImmediate( object, program );
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		} );

	}

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
601

602 603
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
604 605 606 607 608

		}

		if ( object.hasNormals ) {

609
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
610
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
611

612 613
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
614 615 616

		}

617
		if ( object.hasUvs ) {
M
Mr.doob 已提交
618

619
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
620
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
621

622
			state.enableAttribute( programAttributes.uv );
623
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
624 625 626

		}

627
		if ( object.hasColors ) {
M
Mr.doob 已提交
628

629
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
630
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
631

632 633
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
634 635 636

		}

637
		state.disableUnusedAttributes();
638

M
Mr.doob 已提交
639 640 641 642 643 644
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

645
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
646

647
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
648 649

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
650

M
Mr.doob 已提交
651
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
652
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
653

M
Mr.doob 已提交
654
		var updateBuffers = false;
M
Mr.doob 已提交
655 656 657 658 659 660 661 662

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

663
		if ( object.morphTargetInfluences ) {
664

665
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
666 667 668 669 670

			updateBuffers = true;

		}

671 672
		//

673
		var index = geometry.index;
674
		var position = geometry.attributes.position;
675
		var rangeFactor = 1;
676

677 678
		if ( material.wireframe === true ) {

679
			index = geometries.getWireframeAttribute( geometry );
680
			rangeFactor = 2;
681 682 683

		}

M
Mr.doob 已提交
684
		var attribute;
M
Mr.doob 已提交
685
		var renderer = bufferRenderer;
686

687
		if ( index !== null ) {
688

M
Mr.doob 已提交
689
			attribute = attributes.get( index );
690

691
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
692
			renderer.setIndex( attribute );
693

694
		}
M
Mr.doob 已提交
695

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

698
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
699

700
			if ( index !== null ) {
701

M
Mr.doob 已提交
702
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
703 704 705

			}

706
		}
707

708 709
		//

710
		var dataCount = Infinity;
711

M
Mr.doob 已提交
712
		if ( index !== null ) {
713

M
Mr.doob 已提交
714
			dataCount = index.count;
715

M
Mr.doob 已提交
716
		} else if ( position !== undefined ) {
717

M
Mr.doob 已提交
718
			dataCount = position.count;
719

M
Mr.doob 已提交
720
		}
721

M
Mr.doob 已提交
722 723
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
724

M
Mr.doob 已提交
725 726
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
727

M
Mr.doob 已提交
728
		var drawStart = Math.max( rangeStart, groupStart );
729
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
730 731 732

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

733 734
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
735
		//
736

737
		if ( object.isMesh ) {
738

739
			if ( material.wireframe === true ) {
740

741
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
742
				renderer.setMode( _gl.LINES );
743

744
			} else {
M
Mr.doob 已提交
745 746

				switch ( object.drawMode ) {
747

R
Rich Harris 已提交
748
					case TrianglesDrawMode:
B
Ben Adams 已提交
749 750 751
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
752
					case TriangleStripDrawMode:
B
Ben Adams 已提交
753 754 755
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
756
					case TriangleFanDrawMode:
B
Ben Adams 已提交
757 758 759 760
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
761

762
			}
763

764

765
		} else if ( object.isLine ) {
766

767
			var lineWidth = material.linewidth;
768

769
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
770

771
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
772

773
			if ( object.isLineSegments ) {
774

775
				renderer.setMode( _gl.LINES );
776

777 778 779 780
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

781
			} else {
782

783
				renderer.setMode( _gl.LINE_STRIP );
784 785

			}
M
Mr.doob 已提交
786

787
		} else if ( object.isPoints ) {
788 789

			renderer.setMode( _gl.POINTS );
790

791 792 793 794
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

795
		}
796

T
Takahiro 已提交
797
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
798 799 800

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
801
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
802

J
jfranc 已提交
803
			}
804 805 806

		} else {

M
Mr.doob 已提交
807
			renderer.render( drawStart, drawCount );
808

M
Mr.doob 已提交
809 810 811 812
		}

	};

813
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
814

T
Takahiro 已提交
815
		if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
816

817
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
818

819
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
820
				return;
B
Ben Adams 已提交
821

M
Mr.doob 已提交
822 823 824
			}

		}
B
Ben Adams 已提交
825

826 827
		state.initAttributes();

828
		var geometryAttributes = geometry.attributes;
829

830
		var programAttributes = program.getAttributes();
831

832
		var materialDefaultAttributeValues = material.defaultAttributeValues;
833

834
		for ( var name in programAttributes ) {
835

836
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
837

M
Mr.doob 已提交
838
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
839

840
				var geometryAttribute = geometryAttributes[ name ];
841

M
Mr.doob 已提交
842
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
843

844
					var normalized = geometryAttribute.normalized;
845
					var size = geometryAttribute.itemSize;
846

M
Mr.doob 已提交
847
					var attribute = attributes.get( geometryAttribute );
848

849 850 851 852
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
853 854 855
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
856

A
aardgoose 已提交
857
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
858

M
Mr.doob 已提交
859 860 861 862
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
863
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
864

865
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
866

M
Mr.doob 已提交
867
							if ( geometry.maxInstancedCount === undefined ) {
868

D
dubejf 已提交
869
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
870

M
Mr.doob 已提交
871
							}
B
Ben Adams 已提交
872

M
Mr.doob 已提交
873
						} else {
B
Ben Adams 已提交
874

M
Mr.doob 已提交
875
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
876

M
Mr.doob 已提交
877
						}
B
Ben Adams 已提交
878

M
Mr.doob 已提交
879
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
880
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
881

M
Mr.doob 已提交
882
					} else {
B
Ben Adams 已提交
883

A
aardgoose 已提交
884
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
885

886
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
887

M
Mr.doob 已提交
888
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
889

D
dubejf 已提交
890
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
891

M
Mr.doob 已提交
892
							}
B
Ben Adams 已提交
893

M
Mr.doob 已提交
894 895 896 897
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
898
						}
B
Ben Adams 已提交
899

M
Mr.doob 已提交
900
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
901
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
902

B
Ben Adams 已提交
903
					}
M
Mr.doob 已提交
904

905 906
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
907
					var value = materialDefaultAttributeValues[ name ];
908

909
					if ( value !== undefined ) {
M
Mr.doob 已提交
910

911
						switch ( value.length ) {
M
Mr.doob 已提交
912

913 914 915
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
916

917 918 919
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
920

921 922 923
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
924

925 926
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
927 928

						}
M
Mr.doob 已提交
929 930 931 932 933 934 935 936

					}

				}

			}

		}
937

938
		state.disableUnusedAttributes();
939

M
Mr.doob 已提交
940 941
	}

M
Mr.doob 已提交
942
	// Compile
M
Mr.doob 已提交
943

M
Mr.doob 已提交
944
	this.compile = function ( scene, camera ) {
945

M
Mr.doob 已提交
946
		currentRenderState = renderStates.get( scene, camera );
947
		currentRenderState.init();
948

M
Mr.doob 已提交
949
		scene.traverse( function ( object ) {
G
gero3 已提交
950 951

			if ( object.isLight ) {
M
Mr.doob 已提交
952

953
				currentRenderState.pushLight( object );
954 955 956

				if ( object.castShadow ) {

957
					currentRenderState.pushShadow( object );
958 959

				}
M
Mr.doob 已提交
960

G
gero3 已提交
961
			}
M
Mr.doob 已提交
962 963 964

		} );

965
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
966 967 968 969 970

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
971
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
972

G
gero3 已提交
973
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
974 975 976

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

G
gero3 已提交
977
					}
M
Mr.doob 已提交
978

G
gero3 已提交
979
				} else {
M
Mr.doob 已提交
980 981 982

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

G
gero3 已提交
983
				}
M
Mr.doob 已提交
984

G
gero3 已提交
985
			}
M
Mr.doob 已提交
986 987

		} );
G
gero3 已提交
988 989

	};
990

991
	// Animation Loop
M
Mr.doob 已提交
992

M
Mr.doob 已提交
993
	var onAnimationFrameCallback = null;
994

995
	function onAnimationFrame( time ) {
996

M
Mr.doob 已提交
997
		if ( vr.isPresenting() ) return;
998
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
999

1000
	}
1001

M
Mr.doob 已提交
1002 1003
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1004 1005

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1006

1007
	this.setAnimationLoop = function ( callback ) {
1008

M
Mr.doob 已提交
1009 1010
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1011

1012 1013
		animation.start();

1014 1015
	};

M
Mr.doob 已提交
1016 1017 1018
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1019

0
06wj 已提交
1020
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1021

1022
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1023 1024 1025 1026
			return;

		}

1027 1028
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1029 1030
		// reset caching for this frame

1031
		_currentGeometryProgram = '';
1032
		_currentMaterialId = - 1;
1033
		_currentCamera = null;
M
Mr.doob 已提交
1034 1035 1036

		// update scene graph

1037
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1038 1039 1040

		// update camera matrices and frustum

1041
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1042

1043 1044 1045 1046 1047 1048
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1049 1050
		//

1051 1052
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1053

1054 1055
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1056 1057 1058
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1059
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1060
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1061

1062 1063 1064
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1065
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1066

M
Mr.doob 已提交
1067
		if ( _this.sortObjects === true ) {
1068

1069
			currentRenderList.sort();
M
Mr.doob 已提交
1070

1071 1072
		}

M
Mr.doob 已提交
1073
		//
M
Mr.doob 已提交
1074

T
tschw 已提交
1075
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1076

1077
		var shadowsArray = currentRenderState.state.shadowsArray;
1078

1079
		shadowMap.render( shadowsArray, scene, camera );
1080

1081
		currentRenderState.setupLights( camera );
1082

T
tschw 已提交
1083
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1084

M
Mr.doob 已提交
1085 1086
		//

A
Atrahasis 已提交
1087
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1088

1089 1090 1091 1092 1093 1094
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1095 1096
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1097 1098
		//

1099
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1100

1101
		// render scene
M
Mr.doob 已提交
1102

1103 1104
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;
M
Mugen87 已提交
1105
		var spriteObjects = currentRenderList.sprites;
1106

M
Mr.doob 已提交
1107 1108
		if ( scene.overrideMaterial ) {

1109
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1110

M
Mr.doob 已提交
1111 1112
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
M
Mugen87 已提交
1113
			if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera, overrideMaterial );
1114

M
Mr.doob 已提交
1115 1116 1117 1118
		} else {

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

M
Mr.doob 已提交
1119
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1120 1121 1122

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

M
Mr.doob 已提交
1123
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1124

1125
			//
M
Mr.doob 已提交
1126

M
Mugen87 已提交
1127
			if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera );
1128

1129
		}
M
Mr.doob 已提交
1130 1131 1132

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

M
Mr.doob 已提交
1133 1134
		if ( renderTarget ) {

1135
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1136 1137 1138

		}

1139
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1140

1141 1142 1143
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1144

1145
		state.setPolygonOffset( false );
1146

1147
		scene.onAfterRender( _this, scene, camera );
1148

M
Mr.doob 已提交
1149
		if ( vr.enabled ) {
1150

M
Mr.doob 已提交
1151
			vr.submitFrame();
1152

M
Mr.doob 已提交
1153
		}
M
Mr.doob 已提交
1154

M
Mr.doob 已提交
1155 1156
		// _gl.finish();

1157
		currentRenderList = null;
1158
		currentRenderState = null;
1159

M
Mr.doob 已提交
1160
	};
M
Mr.doob 已提交
1161

1162
	/*
M
Mr.doob 已提交
1163 1164
	// TODO Duplicated code (Frustum)

1165 1166
	var _sphere = new Sphere();

T
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1167 1168 1169 1170 1171 1172 1173
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1174
		_sphere.copy( geometry.boundingSphere ).
1175
		applyMatrix4( object.matrixWorld );
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1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
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1192 1193

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1194 1195 1196 1197

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209

		var planes = _this.clippingPlanes,

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

		do {

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

T
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1210
		} while ( ++ i !== numPlanes );
T
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1211 1212 1213 1214

		return true;

	}
1215
	*/
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1216

M
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1217
	function projectObject( object, camera, sortObjects ) {
M
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1218

1219
		if ( object.visible === false ) return;
M
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1220

1221
		var visible = object.layers.test( camera.layers );
M
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1222

1223
		if ( visible ) {
1224

1225
			if ( object.isLight ) {
M
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1226

1227
				currentRenderState.pushLight( object );
1228 1229 1230

				if ( object.castShadow ) {

1231
					currentRenderState.pushShadow( object );
1232 1233

				}
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1234

1235
			} else if ( object.isSprite ) {
M
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1236

1237
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1238

1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249
					if ( sortObjects ) {

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

					}

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

					currentRenderList.push( object, geometry, material, _vector3.z, null );
M
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1250

1251
				}
M
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1252

1253
			} else if ( object.isImmediateRenderObject ) {
M
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1254

1255
				if ( sortObjects ) {
M
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1256

1257 1258
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1259

1260
				}
M
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1261

1262
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1263

1264
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1265

1266
				if ( object.isSkinnedMesh ) {
1267

1268
					object.skeleton.update();
1269

1270
				}
1271

1272
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1273

1274 1275 1276 1277 1278 1279
					if ( sortObjects ) {

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

					}
1280

1281 1282
					var geometry = objects.update( object );
					var material = object.material;
1283

1284
					if ( Array.isArray( material ) ) {
1285

1286
						var groups = geometry.groups;
1287

1288
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
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1289

1290 1291
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1292

1293
							if ( groupMaterial && groupMaterial.visible ) {
1294

1295 1296 1297
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
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1298

M
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1299
						}
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1300

1301
					} else if ( material.visible ) {
1302

1303
						currentRenderList.push( object, geometry, material, _vector3.z, null );
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1304

1305
					}
M
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1306

1307
				}
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1308

1309
			}
M
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1310

M
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1311
		}
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1312

M
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1313
		var children = object.children;
M
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1314

M
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1315 1316
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1317
			projectObject( children[ i ], camera, sortObjects );
M
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1318

1319
		}
1320

1321
	}
M
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1322

1323
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
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1324

M
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1325
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1326

1327
			var renderItem = renderList[ i ];
M
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1328

1329
			var object = renderItem.object;
M
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1330 1331 1332
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1333

M
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1334
			if ( camera.isArrayCamera ) {
M
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1335

1336 1337
				_currentArrayCamera = camera;

M
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1338
				var cameras = camera.cameras;
M
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1339

M
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1340
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
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1341

M
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1342
					var camera2 = cameras[ j ];
M
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1343

1344
					if ( object.layers.test( camera2.layers ) ) {
1345

M
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1346 1347 1348 1349 1350 1351 1352
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1353

M
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1354 1355 1356 1357
							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
1358

M
Mr.doob 已提交
1359 1360 1361
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1362 1363 1364 1365

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

					}
M
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1366

M
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1367
				}
1368

M
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1369
			} else {
M
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1370

1371 1372
				_currentArrayCamera = null;

M
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1373
				renderObject( object, scene, camera, geometry, material, group );
M
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1374

M
Mr.doob 已提交
1375
			}
M
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1376

1377
		}
M
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1378

1379
	}
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1380

M
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1381 1382
	function renderObject( object, scene, camera, geometry, material, group ) {

M
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1383
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1384
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1385

M
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1386 1387 1388 1389 1390
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1391
			state.setMaterial( material );
M
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1392 1393 1394 1395 1396

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

			_currentGeometryProgram = '';

M
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1397
			renderObjectImmediate( object, program );
M
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1398 1399 1400

		} else {

M
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1401
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1402 1403 1404

		}

M
Mr.doob 已提交
1405
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1406
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1407

M
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1408 1409
	}

1410
	function initMaterial( material, fog, object ) {
M
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1411

1412
		var materialProperties = properties.get( material );
G
gero3 已提交
1413

1414 1415
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1416

T
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1417
		var parameters = programCache.getParameters(
1418
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1419

G
gero3 已提交
1420
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1421

1422
		var program = materialProperties.program;
T
tschw 已提交
1423
		var programChange = true;
1424

1425
		if ( program === undefined ) {
B
Ben Adams 已提交
1426

M
Mr.doob 已提交
1427 1428
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1429

1430
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1431

M
Mr.doob 已提交
1432
			// changed glsl or parameters
1433
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1434

1435 1436 1437 1438 1439
		} else if ( materialProperties.lightsHash !== lights.state.hash ) {

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

G
gero3 已提交
1440
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1441

T
tschw 已提交
1442
			// same glsl and uniform list
T
tschw 已提交
1443 1444
			return;

T
tschw 已提交
1445
		} else {
B
Ben Adams 已提交
1446

T
tschw 已提交
1447 1448
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1449 1450 1451

		}

1452
		if ( programChange ) {
B
Ben Adams 已提交
1453

1454
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1455

R
Rich Harris 已提交
1456
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1457

1458
				materialProperties.shader = {
1459
					name: material.type,
1460
					uniforms: UniformsUtils.clone( shader.uniforms ),
1461
					vertexShader: shader.vertexShader,
1462
					fragmentShader: shader.fragmentShader
1463
				};
B
Ben Adams 已提交
1464

1465
			} else {
B
Ben Adams 已提交
1466

1467
				materialProperties.shader = {
1468 1469 1470
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1471
					fragmentShader: material.fragmentShader
1472
				};
G
gero3 已提交
1473

1474
			}
G
gero3 已提交
1475

1476
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1477

1478 1479
			code = programCache.getProgramCode( material, parameters );

1480
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1481

1482 1483
			materialProperties.program = program;
			material.program = program;
1484 1485 1486

		}

1487
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1488 1489 1490 1491 1492

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1493
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1494

1495
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1509
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1510

1511
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1512 1513 1514 1515 1516 1517 1518 1519 1520

					material.numSupportedMorphNormals ++;

				}

			}

		}

1521
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1522

1523
		if ( ! material.isShaderMaterial &&
1524 1525
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1526

T
tschw 已提交
1527
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1528
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1529
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1530 1531 1532

		}

1533
		materialProperties.fog = fog;
1534

1535
		// store the light setup it was created for
1536

1537
		materialProperties.lightsHash = lights.state.hash;
1538

M
Mr.doob 已提交
1539
		if ( material.lights ) {
1540 1541 1542

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

1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555
			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;
1556
			// TODO (abelnation): add area lights shadow info to uniforms
1557

1558 1559
		}

T
tschw 已提交
1560 1561
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1562
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1563

T
tschw 已提交
1564
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1565

M
Mr.doob 已提交
1566
	}
M
Mr.doob 已提交
1567

1568
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1569 1570 1571

		_usedTextureUnits = 0;

1572
		var materialProperties = properties.get( material );
1573
		var lights = currentRenderState.state.lights;
1574

T
tschw 已提交
1575 1576 1577 1578 1579
		if ( _clippingEnabled ) {

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

				var useCache =
1580 1581
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1582 1583 1584 1585

				// 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
1586
				_clipping.setState(
1587 1588
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1589 1590 1591 1592 1593

			}

		}

1594
		if ( material.needsUpdate === false ) {
1595

1596
			if ( materialProperties.program === undefined ) {
1597

1598
				material.needsUpdate = true;
1599

1600
			} else if ( material.fog && materialProperties.fog !== fog ) {
1601

M
Mr.doob 已提交
1602
				material.needsUpdate = true;
1603

1604
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1605

1606
				material.needsUpdate = true;
1607

1608
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1609
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1610
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1611 1612 1613

				material.needsUpdate = true;

1614
			}
1615 1616 1617 1618

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1619

1620
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1621 1622 1623 1624
			material.needsUpdate = false;

		}

1625
		var refreshProgram = false;
M
Mr.doob 已提交
1626
		var refreshMaterial = false;
1627
		var refreshLights = false;
M
Mr.doob 已提交
1628

1629
		var program = materialProperties.program,
1630
			p_uniforms = program.getUniforms(),
1631
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1632

1633
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1634

1635
			refreshProgram = true;
M
Mr.doob 已提交
1636
			refreshMaterial = true;
1637
			refreshLights = true;
M
Mr.doob 已提交
1638 1639 1640 1641 1642 1643

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1644

M
Mr.doob 已提交
1645 1646 1647 1648
			refreshMaterial = true;

		}

1649
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1650

M
Mr.doob 已提交
1651
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1652

G
gero3 已提交
1653
			if ( capabilities.logarithmicDepthBuffer ) {
1654

T
tschw 已提交
1655
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1656
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1657 1658 1659

			}

1660
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1661

1662
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1663

1664
				_currentCamera = ( _currentArrayCamera || camera );
1665 1666 1667 1668 1669 1670

				// 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
1671
				refreshLights = true;		// remains set until update done
1672 1673

			}
M
Mr.doob 已提交
1674

1675 1676 1677
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1678
			if ( material.isShaderMaterial ||
1679 1680 1681
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1682

T
tschw 已提交
1683 1684 1685
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1686

T
tschw 已提交
1687
					uCamPos.setValue( _gl,
1688
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1689 1690 1691 1692 1693

				}

			}

1694
			if ( material.isMeshPhongMaterial ||
1695 1696 1697 1698
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1699
				material.skinning ) {
1700

T
tschw 已提交
1701
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1702 1703 1704

			}

M
Mr.doob 已提交
1705 1706 1707 1708 1709 1710
		}

		// 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

1711
		if ( material.skinning ) {
M
Mr.doob 已提交
1712

T
tschw 已提交
1713 1714
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1715

T
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1716
			var skeleton = object.skeleton;
1717

T
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1718
			if ( skeleton ) {
1719

1720 1721
				var bones = skeleton.bones;

1722
				if ( capabilities.floatVertexTextures ) {
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1723

1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734
					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
1735
						size = _Math.ceilPowerOfTwo( size );
1736 1737 1738 1739 1740 1741
						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 );
1742
						boneTexture.needsUpdate = true;
1743 1744 1745 1746 1747 1748 1749

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

					}

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1750 1751
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1752

T
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1753
				} else {
M
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1754

T
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1755
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1756 1757 1758 1759 1760 1761 1762 1763 1764

				}

			}

		}

		if ( refreshMaterial ) {

1765 1766 1767
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1768
			if ( material.lights ) {
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1769

1770
				// the current material requires lighting info
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1771

T
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1772 1773 1774 1775 1776 1777
				// 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
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1778

T
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1779
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
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1780

T
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1781
			}
G
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1782

T
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1783
			// refresh uniforms common to several materials
G
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1784

T
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1785
			if ( fog && material.fog ) {
G
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1786

T
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1787
				refreshUniformsFog( m_uniforms, fog );
M
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1788 1789 1790

			}

1791
			if ( material.isMeshBasicMaterial ) {
M
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1792 1793 1794

				refreshUniformsCommon( m_uniforms, material );

1795
			} else if ( material.isMeshLambertMaterial ) {
M
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1796

1797 1798
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1799

1800
			} else if ( material.isMeshPhongMaterial ) {
M
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1801

1802
				refreshUniformsCommon( m_uniforms, material );
M
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1803

1804
				if ( material.isMeshToonMaterial ) {
M
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1805

1806
					refreshUniformsToon( m_uniforms, material );
M
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1807

1808
				} else {
1809

1810
					refreshUniformsPhong( m_uniforms, material );
1811

1812
				}
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1813

1814
			} else if ( material.isMeshStandardMaterial ) {
T
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1815

1816
				refreshUniformsCommon( m_uniforms, material );
1817

1818
				if ( material.isMeshPhysicalMaterial ) {
1819

1820
					refreshUniformsPhysical( m_uniforms, material );
W
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1821

1822
				} else {
W
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1823

1824
					refreshUniformsStandard( m_uniforms, material );
W
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1825

1826
				}
W
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1827

1828
			} else if ( material.isMeshDepthMaterial ) {
M
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1829

1830
				refreshUniformsCommon( m_uniforms, material );
W
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1831
				refreshUniformsDepth( m_uniforms, material );
1832

W
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1833
			} else if ( material.isMeshDistanceMaterial ) {
1834

1835
				refreshUniformsCommon( m_uniforms, material );
W
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1836
				refreshUniformsDistance( m_uniforms, material );
1837

1838
			} else if ( material.isMeshNormalMaterial ) {
M
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1839

1840
				refreshUniformsCommon( m_uniforms, material );
1841
				refreshUniformsNormal( m_uniforms, material );
M
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1842

1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1857 1858 1859 1860
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1861 1862 1863 1864 1865
			} else if ( material.isShadowMaterial ) {

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

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1866 1867
			}

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1868 1869 1870
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1871 1872
			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
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1873

1874
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1875 1876 1877

		}

1878 1879 1880 1881 1882 1883
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
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1884

1885 1886 1887 1888 1889 1890
		if ( material.isSpriteMaterial ) {

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

		}

T
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1891
		// common matrices
M
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1892

M
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1893 1894
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1895
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1896

T
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1897
		return program;
A
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1898 1899 1900

	}

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1901 1902
	// Uniforms (refresh uniforms objects)

M
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1903
	function refreshUniformsCommon( uniforms, material ) {
M
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1904 1905 1906

		uniforms.opacity.value = material.opacity;

1907 1908 1909 1910 1911
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
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1912

1913
		if ( material.emissive ) {
M
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1914

1915
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
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1916 1917 1918

		}

1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

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

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

1950
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1951

1952
		}
M
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1953

1954 1955 1956 1957 1958 1959 1960
		if ( material.lightMap ) {

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

		}

1961
		if ( material.aoMap ) {
1962

1963 1964
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1965 1966 1967

		}

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1968
		// uv repeat and offset setting priorities
M
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1969 1970 1971 1972 1973
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1974
		// 6. emissive map
M
Mr.doob 已提交
1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1986 1987 1988 1989
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1990 1991 1992 1993 1994 1995 1996 1997
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1998 1999 2000 2001 2002 2003 2004 2005
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2006 2007 2008 2009
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2010 2011 2012 2013
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
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2014 2015 2016 2017
		}

		if ( uvScaleMap !== undefined ) {

2018
			// backwards compatibility
2019
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2020 2021 2022 2023 2024

				uvScaleMap = uvScaleMap.texture;

			}

W
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2025
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2026

W
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2027
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2028

W
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2029
			}
2030

2031
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2032 2033 2034

		}

M
Mr.doob 已提交
2035
	}
M
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2036

M
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2037
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2038 2039 2040 2041

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

M
Mr.doob 已提交
2042
	}
M
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2043

M
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2044
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2045 2046 2047 2048 2049

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

M
Mr.doob 已提交
2050
	}
M
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2051

M
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2052
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2053

2054
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2055
		uniforms.opacity.value = material.opacity;
2056
		uniforms.size.value = material.size * _pixelRatio;
2057
		uniforms.scale.value = _height * 0.5;
M
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2058 2059 2060

		uniforms.map.value = material.map;

2061 2062
		if ( material.map !== null ) {

W
WestLangley 已提交
2063
			if ( material.map.matrixAutoUpdate === true ) {
2064

W
WestLangley 已提交
2065
				material.map.updateMatrix();
W
WestLangley 已提交
2066 2067

			}
2068

2069
			uniforms.uvTransform.value.copy( material.map.matrix );
2070 2071 2072

		}

2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093
	}

	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
2094
	}
M
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2095

M
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2096
	function refreshUniformsFog( uniforms, fog ) {
M
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2097 2098 2099

		uniforms.fogColor.value = fog.color;

2100
		if ( fog.isFog ) {
M
Mr.doob 已提交
2101 2102 2103 2104

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

2105
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2106 2107 2108 2109 2110

			uniforms.fogDensity.value = fog.density;

		}

M
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2111
	}
M
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2112

M
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2113
	function refreshUniformsLambert( uniforms, material ) {
2114 2115 2116 2117 2118 2119 2120 2121 2122

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
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2123
	function refreshUniformsPhong( uniforms, material ) {
M
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2124

2125
		uniforms.specular.value = material.specular;
M
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2126
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
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2127

2128
		if ( material.emissiveMap ) {
2129

2130
			uniforms.emissiveMap.value = material.emissiveMap;
2131

2132
		}
M
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2133

2134 2135 2136 2137
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2138
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
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2139

2140
		}
M
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2141

2142 2143 2144 2145
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2146
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2147 2148

		}
M
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2149

2150 2151 2152 2153 2154
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2155

2156
		}
2157

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2158 2159 2160 2161 2162 2163
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
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2164
		if ( material.gradientMap ) {
T
Takahiro 已提交
2165

T
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2166
			uniforms.gradientMap.value = material.gradientMap;
T
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2167 2168 2169

		}

2170 2171
	}

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2172
	function refreshUniformsStandard( uniforms, material ) {
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2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198

		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;
2199
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
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2200 2201 2202 2203 2204 2205 2206

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2207
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

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2228
	function refreshUniformsPhysical( uniforms, material ) {
W
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2229

2230 2231 2232 2233
		refreshUniformsStandard( uniforms, material );

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

2234 2235 2236
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2237 2238
	}

W
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2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266
	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;

	}

2267 2268 2269 2270 2271 2272
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2273
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2274 2275 2276 2277 2278 2279 2280

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2281
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294

		}

		if ( material.displacementMap ) {

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

		}

	}

2295 2296
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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2297
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2298

M
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2299
		uniforms.ambientLightColor.needsUpdate = value;
2300

B
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2301 2302 2303
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2304
		uniforms.rectAreaLights.needsUpdate = value;
B
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2305
		uniforms.hemisphereLights.needsUpdate = value;
2306

M
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2307
	}
2308

M
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2309 2310
	// Textures

T
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2311 2312 2313 2314 2315 2316
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2317
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2318 2319 2320 2321 2322 2323 2324 2325 2326

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2327
	this.allocTextureUnit = allocTextureUnit;
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2328

2329
	// this.setTexture2D = setTexture2D;
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Mr.doob 已提交
2330
	this.setTexture2D = ( function () {
T
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2331

2332
		var warned = false;
T
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2333

2334
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2335
		return function setTexture2D( texture, slot ) {
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tschw 已提交
2336

T
Takahiro 已提交
2337
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2338

2339
				if ( ! warned ) {
T
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2340

2341 2342
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2343

2344
				}
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2345

2346
				texture = texture.texture;
T
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2347

2348
			}
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2349

2350
			textures.setTexture2D( texture, slot );
T
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2351

2352
		};
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2353

2354
	}() );
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2355

M
Mr.doob 已提交
2356
	this.setTexture = ( function () {
2357 2358 2359

		var warned = false;

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2360
		return function setTexture( texture, slot ) {
2361 2362 2363 2364 2365 2366 2367 2368

			if ( ! warned ) {

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

			}

2369
			textures.setTexture2D( texture, slot );
2370 2371 2372 2373 2374

		};

	}() );

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2375
	this.setTextureCube = ( function () {
2376 2377 2378

		var warned = false;

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2379
		return function setTextureCube( texture, slot ) {
2380 2381

			// backwards compatibility: peel texture.texture
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2382
			if ( texture && texture.isWebGLRenderTargetCube ) {
2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
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2397
			if ( ( texture && texture.isCubeTexture ) ||
2398
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2399 2400 2401 2402

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2403
				textures.setTextureCube( texture, slot );
2404 2405 2406 2407 2408

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2409
				textures.setTextureCubeDynamic( texture, slot );
2410 2411 2412 2413 2414 2415

			}

		};

	}() );
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2416

2417 2418 2419 2420 2421 2422 2423 2424
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2425
	this.getRenderTarget = function () {
2426 2427 2428

		return _currentRenderTarget;

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2429
	};
2430

2431
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2432

2433 2434
		_currentRenderTarget = renderTarget;

2435
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2436

2437
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2438 2439 2440

		}

2441
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2442
		var isCube = false;
M
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2443 2444 2445

		if ( renderTarget ) {

M
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2446
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2447

M
Mr.doob 已提交
2448
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2449

M
Mr.doob 已提交
2450
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2451
				isCube = true;
M
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2452 2453 2454

			} else {

M
Mr.doob 已提交
2455
				framebuffer = __webglFramebuffer;
M
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2456 2457 2458

			}

M
Mr.doob 已提交
2459
			_currentViewport.copy( renderTarget.viewport );
2460 2461
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2462

M
Mr.doob 已提交
2463 2464
		} else {

M
Mr.doob 已提交
2465
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2466
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2467
			_currentScissorTest = _scissorTest;
2468

M
Mr.doob 已提交
2469 2470
		}

M
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2471
		if ( _currentFramebuffer !== framebuffer ) {
M
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2472 2473 2474 2475 2476 2477

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

		}

M
Mr.doob 已提交
2478
		state.viewport( _currentViewport );
2479 2480
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2481

M
Mr.doob 已提交
2482 2483 2484
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2485
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2486 2487 2488

		}

M
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2489 2490
	};

M
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2491
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2492

0
06wj 已提交
2493
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2494

2495
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2496
			return;
2497

G
gero3 已提交
2498
		}
2499

M
Mr.doob 已提交
2500
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2501

M
Mr.doob 已提交
2502
		if ( framebuffer ) {
2503

G
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2504
			var restore = false;
2505

M
Mr.doob 已提交
2506
			if ( framebuffer !== _currentFramebuffer ) {
2507

M
Mr.doob 已提交
2508
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2509

G
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2510
				restore = true;
2511

G
gero3 已提交
2512
			}
2513

M
Mr.doob 已提交
2514
			try {
2515

M
Mr.doob 已提交
2516
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2517 2518
				var textureFormat = texture.format;
				var textureType = texture.type;
2519

2520
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2521

M
Mr.doob 已提交
2522 2523
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2524

M
Mr.doob 已提交
2525
				}
2526

2527
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
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2528 2529
					! ( 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' ) ) ) ) {
2530

M
Mr.doob 已提交
2531 2532
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2533

M
Mr.doob 已提交
2534
				}
2535

M
Mr.doob 已提交
2536
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2537

2538 2539
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2540
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2541

2542
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2543 2544

					}
2545

M
Mr.doob 已提交
2546
				} else {
M
Mr.doob 已提交
2547

M
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2548 2549 2550
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2551

M
Mr.doob 已提交
2552
			} finally {
M
Mr.doob 已提交
2553

M
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2554 2555 2556
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2557

M
Mr.doob 已提交
2558 2559 2560
				}

			}
M
Mr.doob 已提交
2561 2562 2563

		}

M
Mr.doob 已提交
2564 2565
	};

2566
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2567 2568 2569

		var width = texture.image.width;
		var height = texture.image.height;
2570
		var glFormat = utils.convert( texture.format );
2571 2572 2573

		this.setTexture2D( texture, 0 );

2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586
		_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 );

		this.setTexture2D( dstTexture, 0 );

2587 2588 2589 2590 2591 2592 2593 2594 2595
		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 );

		}
2596 2597 2598

	};

M
Mr.doob 已提交
2599
}
R
Rich Harris 已提交
2600

T
Tristan VALCKE 已提交
2601

2602
export { WebGLRenderer };