WebGLRenderer.js 61.2 KB
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import {
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebGLMultiview } from './webgl/WebGLMultiview.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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function WebGLRenderer( parameters ) {
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	parameters = parameters || {};

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

	this.domElement = _canvas;

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );
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		this.setViewport( 0, 0, width, height );

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

619
		properties.remove( material );
620

621
	}
622 623


624
	function releaseMaterialProgramReference( material ) {
625

626
		var programInfo = properties.get( material ).program;
M
Mr.doob 已提交
627 628 629

		material.program = undefined;

630
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
631

632
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
633

M
Mr.doob 已提交
634 635
		}

636
	}
M
Mr.doob 已提交
637 638 639

	// Buffer rendering

M
Mr.doob 已提交
640
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
641 642 643

		object.render( function ( object ) {

M
Mr.doob 已提交
644
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
645 646 647 648 649

		} );

	}

M
Mugen87 已提交
650
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
651

652
		state.initAttributes();
653

654
		var buffers = properties.get( object );
655

656 657 658 659
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
660

661
		var programAttributes = program.getAttributes();
662

M
Mr.doob 已提交
663 664
		if ( object.hasPositions ) {

665
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
666
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
667

668 669
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
670 671 672 673 674

		}

		if ( object.hasNormals ) {

675
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
676
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
677

678 679
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
680 681 682

		}

683
		if ( object.hasUvs ) {
M
Mr.doob 已提交
684

685
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
686
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
687

688
			state.enableAttribute( programAttributes.uv );
689
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
690 691 692

		}

693
		if ( object.hasColors ) {
M
Mr.doob 已提交
694

695
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
696
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
697

698 699
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
700 701 702

		}

703
		state.disableUnusedAttributes();
704

M
Mr.doob 已提交
705 706 707 708 709 710
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

711
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
712

713
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
714 715

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
716

M
Mr.doob 已提交
717
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
718

M
Mr.doob 已提交
719
		var updateBuffers = false;
M
Mr.doob 已提交
720

721 722 723
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
724

M
Mr.doob 已提交
725 726
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
727
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
728 729 730 731
			updateBuffers = true;

		}

732
		if ( object.morphTargetInfluences ) {
733

734
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
735 736 737 738 739

			updateBuffers = true;

		}

740 741
		//

742
		var index = geometry.index;
743
		var position = geometry.attributes.position;
744
		var rangeFactor = 1;
745

746 747
		if ( material.wireframe === true ) {

748
			index = geometries.getWireframeAttribute( geometry );
749
			rangeFactor = 2;
750 751 752

		}

M
Mr.doob 已提交
753
		var attribute;
M
Mr.doob 已提交
754
		var renderer = bufferRenderer;
755

756
		if ( index !== null ) {
757

M
Mr.doob 已提交
758
			attribute = attributes.get( index );
759

760
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
761
			renderer.setIndex( attribute );
762

763
		}
M
Mr.doob 已提交
764

765
		if ( updateBuffers ) {
M
Mr.doob 已提交
766

767
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
768

769
			if ( index !== null ) {
770

M
Mr.doob 已提交
771
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
772 773 774

			}

775
		}
776

777 778
		//

779
		var dataCount = Infinity;
780

M
Mr.doob 已提交
781
		if ( index !== null ) {
782

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

M
Mr.doob 已提交
785
		} else if ( position !== undefined ) {
786

M
Mr.doob 已提交
787
			dataCount = position.count;
788

M
Mr.doob 已提交
789
		}
790

M
Mr.doob 已提交
791 792
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
793

M
Mr.doob 已提交
794 795
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
796

M
Mr.doob 已提交
797
		var drawStart = Math.max( rangeStart, groupStart );
798
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
799 800 801

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

802 803
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
804
		//
805

806
		if ( object.isMesh ) {
807

808
			if ( material.wireframe === true ) {
809

810
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
811
				renderer.setMode( _gl.LINES );
812

813
			} else {
M
Mr.doob 已提交
814 815

				switch ( object.drawMode ) {
816

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

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

R
Rich Harris 已提交
825
					case TriangleFanDrawMode:
B
Ben Adams 已提交
826 827 828 829
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
830

831
			}
832

833

834
		} else if ( object.isLine ) {
835

836
			var lineWidth = material.linewidth;
837

838
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
839

840
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
841

842
			if ( object.isLineSegments ) {
843

844
				renderer.setMode( _gl.LINES );
845

846 847 848 849
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

850
			} else {
851

852
				renderer.setMode( _gl.LINE_STRIP );
853 854

			}
M
Mr.doob 已提交
855

856
		} else if ( object.isPoints ) {
857 858

			renderer.setMode( _gl.POINTS );
859

860 861 862 863
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

864
		}
865

T
Takahiro 已提交
866
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
867 868 869

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
870
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
871

J
jfranc 已提交
872
			}
873 874 875

		} else {

M
Mr.doob 已提交
876
			renderer.render( drawStart, drawCount );
877

M
Mr.doob 已提交
878 879 880 881
		}

	};

882
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
883

A
Alex Goldring 已提交
884
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
885

886
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
887

888
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
889
				return;
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891 892 893
			}

		}
B
Ben Adams 已提交
894

895 896
		state.initAttributes();

897
		var geometryAttributes = geometry.attributes;
898

899
		var programAttributes = program.getAttributes();
900

901
		var materialDefaultAttributeValues = material.defaultAttributeValues;
902

903
		for ( var name in programAttributes ) {
904

905
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
906

M
Mr.doob 已提交
907
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
908

909
				var geometryAttribute = geometryAttributes[ name ];
910

M
Mr.doob 已提交
911
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
912

913
					var normalized = geometryAttribute.normalized;
914
					var size = geometryAttribute.itemSize;
915

M
Mr.doob 已提交
916
					var attribute = attributes.get( geometryAttribute );
917

918 919 920 921
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
922 923 924
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
925

A
aardgoose 已提交
926
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
927

M
Mr.doob 已提交
928 929 930 931
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
932
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
933

934
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
							if ( geometry.maxInstancedCount === undefined ) {
937

D
dubejf 已提交
938
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
939

M
Mr.doob 已提交
940
							}
B
Ben Adams 已提交
941

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

M
Mr.doob 已提交
944
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
945

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

M
Mr.doob 已提交
948
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
949
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
950

M
Mr.doob 已提交
951
					} else {
B
Ben Adams 已提交
952

A
aardgoose 已提交
953
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
954

955
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
958

D
dubejf 已提交
959
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
960

M
Mr.doob 已提交
961
							}
B
Ben Adams 已提交
962

M
Mr.doob 已提交
963 964 965 966
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
969
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
970
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
971

B
Ben Adams 已提交
972
					}
M
Mr.doob 已提交
973

974 975
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
976
					var value = materialDefaultAttributeValues[ name ];
977

978
					if ( value !== undefined ) {
M
Mr.doob 已提交
979

980
						switch ( value.length ) {
M
Mr.doob 已提交
981

982 983 984
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
985

986 987 988
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
989

990 991 992
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
993

994 995
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
996 997

						}
M
Mr.doob 已提交
998 999 1000 1001 1002 1003 1004 1005

					}

				}

			}

		}
1006

1007
		state.disableUnusedAttributes();
1008

M
Mr.doob 已提交
1009 1010
	}

M
Mr.doob 已提交
1011
	// Compile
M
Mr.doob 已提交
1012

M
Mr.doob 已提交
1013
	this.compile = function ( scene, camera ) {
1014

M
Mr.doob 已提交
1015
		currentRenderState = renderStates.get( scene, camera );
1016
		currentRenderState.init();
1017

M
Mr.doob 已提交
1018
		scene.traverse( function ( object ) {
G
gero3 已提交
1019 1020

			if ( object.isLight ) {
M
Mr.doob 已提交
1021

1022
				currentRenderState.pushLight( object );
1023 1024 1025

				if ( object.castShadow ) {

1026
					currentRenderState.pushShadow( object );
1027 1028

				}
M
Mr.doob 已提交
1029

G
gero3 已提交
1030
			}
M
Mr.doob 已提交
1031 1032 1033

		} );

1034
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1035 1036 1037 1038 1039

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1040
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1041

G
gero3 已提交
1042
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1043 1044 1045

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

G
gero3 已提交
1046
					}
M
Mr.doob 已提交
1047

G
gero3 已提交
1048
				} else {
M
Mr.doob 已提交
1049 1050 1051

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

G
gero3 已提交
1052
				}
M
Mr.doob 已提交
1053

G
gero3 已提交
1054
			}
M
Mr.doob 已提交
1055 1056

		} );
G
gero3 已提交
1057 1058

	};
1059

1060
	// Animation Loop
M
Mr.doob 已提交
1061

M
Mr.doob 已提交
1062
	var onAnimationFrameCallback = null;
1063

1064
	function onAnimationFrame( time ) {
1065

M
Mr.doob 已提交
1066
		if ( vr.isPresenting() ) return;
1067
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1068

1069
	}
1070

M
Mr.doob 已提交
1071 1072
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1073 1074

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1075

1076
	this.setAnimationLoop = function ( callback ) {
1077

M
Mr.doob 已提交
1078 1079
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1080

1081 1082
		animation.start();

1083 1084
	};

M
Mr.doob 已提交
1085 1086
	// Rendering

1087 1088
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1089
		var renderTarget, forceClear;
1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103

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

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

		}

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

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

		}
1104

0
06wj 已提交
1105
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1106

1107
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1108 1109 1110 1111
			return;

		}

1112 1113
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1114 1115
		// reset caching for this frame

M
Mr.doob 已提交
1116 1117
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1118
		_currentGeometryProgram.wireframe = false;
1119
		_currentMaterialId = - 1;
1120
		_currentCamera = null;
M
Mr.doob 已提交
1121 1122 1123

		// update scene graph

1124
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1125 1126 1127

		// update camera matrices and frustum

1128
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1129

1130 1131 1132 1133 1134 1135
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1136 1137
		//

1138 1139
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1140

M
Marc-Sefan Cassola 已提交
1141
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1142

M
Mr.doob 已提交
1143 1144 1145
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1146
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1147
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1148

1149 1150 1151
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1152
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1153

M
Mr.doob 已提交
1154
		if ( _this.sortObjects === true ) {
1155

1156
			currentRenderList.sort();
M
Mr.doob 已提交
1157

1158 1159
		}

M
Mr.doob 已提交
1160
		//
M
Mr.doob 已提交
1161

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

1164
		var shadowsArray = currentRenderState.state.shadowsArray;
1165

1166
		shadowMap.render( shadowsArray, scene, camera );
1167

1168
		currentRenderState.setupLights( camera );
1169

T
tschw 已提交
1170
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1171

M
Mr.doob 已提交
1172 1173
		//

A
Atrahasis 已提交
1174
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1175

1176
		if ( renderTarget !== undefined ) {
1177

1178
			this.setRenderTarget( renderTarget );
1179

1180
		}
1181

1182
		if ( multiview.isAvailable() ) {
1183

1184
			multiview.attachRenderTarget( camera );
1185

1186
		}
1187

M
Mr.doob 已提交
1188 1189
		//

1190
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1191

1192
		// render scene
M
Mr.doob 已提交
1193

1194 1195 1196
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1197 1198
		if ( scene.overrideMaterial ) {

1199
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1200

M
Mr.doob 已提交
1201 1202
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1203

M
Mr.doob 已提交
1204 1205
		} else {

1206 1207
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1208
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1209 1210 1211

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

M
Mr.doob 已提交
1212
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1213

1214
		}
M
Mr.doob 已提交
1215

1216
		//
M
Mr.doob 已提交
1217

1218 1219 1220 1221
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1222
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1223

1224 1225
			// Generate mipmap if we're using any kind of mipmap filtering

1226
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1227

M
Mugen87 已提交
1228
			// resolve multisample renderbuffers to a single-sample texture if necessary
1229

1230
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1231

M
Mr.doob 已提交
1232 1233
		}

1234
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1235

1236 1237 1238
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1239

1240
		state.setPolygonOffset( false );
1241

1242
		if ( multiview.isAvailable() ) {
1243

1244
			multiview.detachRenderTarget( camera );
1245 1246 1247

		}

M
Mr.doob 已提交
1248
		if ( vr.enabled ) {
1249

1250
			vr.submitFrame();
1251

M
Mr.doob 已提交
1252
		}
M
Mr.doob 已提交
1253

M
Mr.doob 已提交
1254 1255
		// _gl.finish();

1256
		currentRenderList = null;
1257
		currentRenderState = null;
1258

M
Mr.doob 已提交
1259
	};
M
Mr.doob 已提交
1260

1261
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1262

1263
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1264

1265
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1266

1267
		if ( visible ) {
1268

1269 1270 1271 1272
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1273 1274
			} else if ( object.isLOD ) {

1275
				if ( object.autoUpdate === true ) object.update( camera );
T
Takahiro 已提交
1276

1277
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1278

1279
				currentRenderState.pushLight( object );
1280 1281 1282

				if ( object.castShadow ) {

1283
					currentRenderState.pushShadow( object );
1284 1285

				}
M
Mr.doob 已提交
1286

1287
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1288

1289
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1290

1291 1292 1293 1294 1295 1296 1297 1298 1299 1300
					if ( sortObjects ) {

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

					}

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

1301 1302 1303 1304 1305
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1306

1307
				}
M
Mr.doob 已提交
1308

1309
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1310

1311
				if ( sortObjects ) {
M
Mr.doob 已提交
1312

1313 1314
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1315

1316
				}
M
Mr.doob 已提交
1317

1318
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1319

1320
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1321

1322
				if ( object.isSkinnedMesh ) {
1323

1324
					object.skeleton.update();
1325

1326
				}
1327

1328
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1329

1330 1331 1332 1333 1334 1335
					if ( sortObjects ) {

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

					}
1336

1337 1338
					var geometry = objects.update( object );
					var material = object.material;
1339

1340
					if ( Array.isArray( material ) ) {
1341

1342
						var groups = geometry.groups;
1343

1344
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1345

1346 1347
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1348

1349
							if ( groupMaterial && groupMaterial.visible ) {
1350

1351
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1352 1353

							}
M
Mr.doob 已提交
1354

M
Mr.doob 已提交
1355
						}
M
Mr.doob 已提交
1356

1357
					} else if ( material.visible ) {
1358

1359
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1360

1361
					}
M
Mr.doob 已提交
1362

1363
				}
M
Mr.doob 已提交
1364

1365
			}
M
Mr.doob 已提交
1366

M
Mr.doob 已提交
1367
		}
M
Mr.doob 已提交
1368

M
Mr.doob 已提交
1369
		var children = object.children;
M
Mr.doob 已提交
1370

M
Mr.doob 已提交
1371 1372
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1373
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1374

1375
		}
1376

1377
	}
M
Mr.doob 已提交
1378

1379
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1380

1381
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1382

1383
			var renderItem = renderList[ i ];
1384

1385 1386 1387 1388
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1389

1390
			if ( multiview.isAvailable() ) {
1391

1392
				_currentArrayCamera = camera;
1393

1394
				renderObject(	object, scene, camera, geometry, material, group );
1395

1396
			} else if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1397

1398
				_currentArrayCamera = camera;
M
Mr.doob 已提交
1399

1400
				var cameras = camera.cameras;
M
Mr.doob 已提交
1401

1402
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
1403

1404
					var camera2 = cameras[ j ];
1405

1406
					if ( object.layers.test( camera2.layers ) ) {
1407

1408
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1409

1410
						currentRenderState.setupLights( camera2 );
1411

1412
						renderObject( object, scene, camera2, geometry, material, group );
1413 1414

					}
M
Mr.doob 已提交
1415

1416
				}
1417

1418
			} else {
M
Mr.doob 已提交
1419

1420
				_currentArrayCamera = null;
1421

1422
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1423

M
Mr.doob 已提交
1424
			}
M
Mr.doob 已提交
1425

1426
		}
M
Mr.doob 已提交
1427

1428
	}
G
gero3 已提交
1429

M
Mr.doob 已提交
1430 1431
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1432
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1433
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1434

1435 1436
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1437 1438 1439

		if ( object.isImmediateRenderObject ) {

1440
			state.setMaterial( material );
M
Mr.doob 已提交
1441 1442 1443

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

M
Mr.doob 已提交
1444 1445
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1446
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1447

M
Mr.doob 已提交
1448
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1449 1450 1451

		} else {

M
Mugen87 已提交
1452
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1453 1454 1455

		}

M
Mr.doob 已提交
1456
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1457
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1458

M
Mr.doob 已提交
1459 1460
	}

1461
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1462

1463
		var materialProperties = properties.get( material );
G
gero3 已提交
1464

1465 1466
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1467

A
aardgoose 已提交
1468
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1469

T
tschw 已提交
1470
		var parameters = programCache.getParameters(
1471
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1472

G
gero3 已提交
1473
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1474

1475
		var program = materialProperties.program;
T
tschw 已提交
1476
		var programChange = true;
1477

1478
		if ( program === undefined ) {
B
Ben Adams 已提交
1479

M
Mr.doob 已提交
1480 1481
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1482

1483
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1484

M
Mr.doob 已提交
1485
			// changed glsl or parameters
1486
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1487

A
aardgoose 已提交
1488
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1489

A
aardgoose 已提交
1490
			materialProperties.lightsStateVersion = lightsStateVersion;
1491 1492 1493

			programChange = false;

G
gero3 已提交
1494
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1495

T
tschw 已提交
1496
			// same glsl and uniform list
T
tschw 已提交
1497 1498
			return;

T
tschw 已提交
1499
		} else {
B
Ben Adams 已提交
1500

T
tschw 已提交
1501 1502
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1503 1504 1505

		}

1506
		if ( programChange ) {
B
Ben Adams 已提交
1507

1508
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1509

R
Rich Harris 已提交
1510
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1511

1512
				materialProperties.shader = {
1513
					name: material.type,
M
Mr.doob 已提交
1514
					uniforms: cloneUniforms( shader.uniforms ),
1515
					vertexShader: shader.vertexShader,
1516
					fragmentShader: shader.fragmentShader
1517
				};
B
Ben Adams 已提交
1518

1519
			} else {
B
Ben Adams 已提交
1520

1521
				materialProperties.shader = {
1522 1523 1524
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1525
					fragmentShader: material.fragmentShader
1526
				};
G
gero3 已提交
1527

1528
			}
G
gero3 已提交
1529

1530
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1531

1532
			// Computing code again as onBeforeCompile may have changed the shaders
1533 1534
			code = programCache.getProgramCode( material, parameters );

1535
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1536

1537 1538
			materialProperties.program = program;
			material.program = program;
1539 1540 1541

		}

1542
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1543 1544 1545 1546 1547

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1548
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1549

1550
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1564
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1565

1566
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1567 1568 1569 1570 1571 1572 1573 1574 1575

					material.numSupportedMorphNormals ++;

				}

			}

		}

1576
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1577

1578
		if ( ! material.isShaderMaterial &&
1579 1580
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1581

T
tschw 已提交
1582
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1583
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1584
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1585 1586 1587

		}

1588
		materialProperties.fog = fog;
1589

1590
		// store the light setup it was created for
1591

A
aardgoose 已提交
1592
		materialProperties.lightsStateVersion = lightsStateVersion;
1593

M
Mr.doob 已提交
1594
		if ( material.lights ) {
1595 1596 1597

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

1598
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1599
			uniforms.lightProbe.value = lights.state.probe;
1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611
			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;
1612
			// TODO (abelnation): add area lights shadow info to uniforms
1613

1614 1615
		}

T
tschw 已提交
1616 1617
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1618
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1619

T
tschw 已提交
1620
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1621

M
Mr.doob 已提交
1622
	}
M
Mr.doob 已提交
1623

1624
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1625

1626
		textures.resetTextureUnits();
M
Mr.doob 已提交
1627

1628
		var materialProperties = properties.get( material );
1629
		var lights = currentRenderState.state.lights;
1630

T
tschw 已提交
1631 1632 1633 1634 1635
		if ( _clippingEnabled ) {

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

				var useCache =
1636 1637
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1638 1639 1640 1641

				// 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
1642
				_clipping.setState(
1643 1644
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1645 1646 1647 1648 1649

			}

		}

1650
		if ( material.needsUpdate === false ) {
1651

1652
			if ( materialProperties.program === undefined ) {
1653

1654
				material.needsUpdate = true;
1655

1656
			} else if ( material.fog && materialProperties.fog !== fog ) {
1657

M
Mr.doob 已提交
1658
				material.needsUpdate = true;
1659

A
aardgoose 已提交
1660
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1661

1662
				material.needsUpdate = true;
1663

1664
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1665
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1666
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1667 1668 1669

				material.needsUpdate = true;

1670
			}
1671 1672 1673 1674

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1675

1676
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1677 1678 1679 1680
			material.needsUpdate = false;

		}

1681
		var refreshProgram = false;
M
Mr.doob 已提交
1682
		var refreshMaterial = false;
1683
		var refreshLights = false;
M
Mr.doob 已提交
1684

1685
		var program = materialProperties.program,
1686
			p_uniforms = program.getUniforms(),
1687
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1688

1689
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1690

1691
			refreshProgram = true;
M
Mr.doob 已提交
1692
			refreshMaterial = true;
1693
			refreshLights = true;
M
Mr.doob 已提交
1694 1695 1696 1697 1698 1699

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1700

M
Mr.doob 已提交
1701 1702 1703 1704
			refreshMaterial = true;

		}

1705
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1706

1707
			if ( program.numMultiviewViews > 0 ) {
1708

1709
				multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
1710 1711 1712 1713 1714 1715

			} else {

				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

			}
M
Mr.doob 已提交
1716

G
gero3 已提交
1717
			if ( capabilities.logarithmicDepthBuffer ) {
1718

T
tschw 已提交
1719
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1720
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1721 1722 1723

			}

1724
			if ( _currentCamera !== camera ) {
1725

1726
				_currentCamera = camera;
1727 1728 1729 1730 1731 1732

				// 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
1733
				refreshLights = true;		// remains set until update done
1734 1735

			}
M
Mr.doob 已提交
1736

1737 1738 1739
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1740
			if ( material.isShaderMaterial ||
1741 1742 1743
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1744

T
tschw 已提交
1745 1746 1747
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1748

T
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1749
					uCamPos.setValue( _gl,
1750
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1751 1752 1753 1754 1755

				}

			}

1756
			if ( material.isMeshPhongMaterial ||
1757 1758 1759 1760
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1761
				material.skinning ) {
1762

1763
				if ( program.numMultiviewViews > 0 ) {
1764

1765
					multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
1766 1767 1768 1769 1770 1771

				} else {

					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

				}
1772 1773 1774

			}

M
Mr.doob 已提交
1775 1776 1777 1778 1779 1780
		}

		// 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

1781
		if ( material.skinning ) {
M
Mr.doob 已提交
1782

T
tschw 已提交
1783 1784
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1785

T
tschw 已提交
1786
			var skeleton = object.skeleton;
1787

T
tschw 已提交
1788
			if ( skeleton ) {
1789

1790 1791
				var bones = skeleton.bones;

1792
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1793

1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804
					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
1805
						size = _Math.ceilPowerOfTwo( size );
1806 1807 1808 1809 1810 1811
						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 );
1812
						boneTexture.needsUpdate = true;
1813 1814 1815 1816 1817 1818 1819

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

					}

1820
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1821
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1822

T
tschw 已提交
1823
				} else {
M
Mr.doob 已提交
1824

T
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1825
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1826 1827 1828 1829 1830 1831 1832 1833 1834

				}

			}

		}

		if ( refreshMaterial ) {

1835 1836 1837
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1838
			if ( material.lights ) {
M
Mr.doob 已提交
1839

1840
				// the current material requires lighting info
M
Mr.doob 已提交
1841

T
tschw 已提交
1842 1843 1844 1845 1846 1847
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1848

T
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1849
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1850

T
tschw 已提交
1851
			}
G
gero3 已提交
1852

T
tschw 已提交
1853
			// refresh uniforms common to several materials
G
gero3 已提交
1854

T
tschw 已提交
1855
			if ( fog && material.fog ) {
G
gero3 已提交
1856

T
tschw 已提交
1857
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1858 1859 1860

			}

1861
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1862 1863 1864

				refreshUniformsCommon( m_uniforms, material );

1865
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1866

1867 1868
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1869

1870
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1871

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

1874
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1875

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

1878
				} else {
1879

1880
					refreshUniformsPhong( m_uniforms, material );
1881

1882
				}
T
Takahiro 已提交
1883

1884
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1885

1886
				refreshUniformsCommon( m_uniforms, material );
1887

1888
				if ( material.isMeshPhysicalMaterial ) {
1889

1890
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1891

1892
				} else {
W
WestLangley 已提交
1893

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

1896
				}
W
WestLangley 已提交
1897

W
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1898 1899 1900 1901 1902 1903
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1904
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1905

1906
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1907
				refreshUniformsDepth( m_uniforms, material );
1908

W
WestLangley 已提交
1909
			} else if ( material.isMeshDistanceMaterial ) {
1910

1911
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1912
				refreshUniformsDistance( m_uniforms, material );
1913

1914
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1915

1916
				refreshUniformsCommon( m_uniforms, material );
1917
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1918

1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1933 1934 1935 1936
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1937 1938
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1939
				m_uniforms.color.value.copy( material.color );
1940 1941
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1942 1943
			}

M
Mr.doob 已提交
1944 1945 1946
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1947 1948
			if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
			if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
M
Mr.doob 已提交
1949

1950
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1951 1952 1953

		}

1954 1955
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1956
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1957 1958 1959
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1960

1961 1962 1963 1964 1965 1966
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1967
		// common matrices
M
Mr.doob 已提交
1968

1969
		if ( program.numMultiviewViews > 0 ) {
1970

1971
			multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
1972 1973 1974 1975 1976 1977 1978 1979

		} else {

			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );

		}

T
tschw 已提交
1980
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1981

T
tschw 已提交
1982
		return program;
A
arose 已提交
1983 1984 1985

	}

M
Mr.doob 已提交
1986 1987
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1988
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1989 1990 1991

		uniforms.opacity.value = material.opacity;

1992 1993
		if ( material.color ) {

T
Takahiro 已提交
1994
			uniforms.diffuse.value.copy( material.color );
1995 1996

		}
M
Mr.doob 已提交
1997

1998
		if ( material.emissive ) {
M
Mr.doob 已提交
1999

2000
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2001 2002 2003

		}

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2030
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2031 2032 2033 2034

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

2035
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2036

2037
		}
M
Mr.doob 已提交
2038

2039 2040 2041 2042 2043 2044 2045
		if ( material.lightMap ) {

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

		}

2046
		if ( material.aoMap ) {
2047

2048 2049
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2050 2051 2052

		}

M
Mr.doob 已提交
2053
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2054 2055 2056 2057 2058
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2059
		// 6. emissive map
M
Mr.doob 已提交
2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2071 2072 2073 2074
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2075 2076 2077 2078 2079 2080 2081 2082
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2083 2084 2085 2086 2087 2088 2089 2090
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2091 2092 2093 2094
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2095 2096 2097 2098
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2099 2100 2101 2102
		}

		if ( uvScaleMap !== undefined ) {

2103
			// backwards compatibility
2104
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2105 2106 2107 2108 2109

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2110
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2111

W
WestLangley 已提交
2112
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2113

W
WestLangley 已提交
2114
			}
2115

2116
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2117 2118 2119

		}

M
Mr.doob 已提交
2120
	}
M
Mr.doob 已提交
2121

M
Mr.doob 已提交
2122
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2123

T
Takahiro 已提交
2124
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2125 2126
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2127
	}
M
Mr.doob 已提交
2128

M
Mr.doob 已提交
2129
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2130 2131 2132 2133 2134

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

M
Mr.doob 已提交
2135
	}
M
Mr.doob 已提交
2136

M
Mr.doob 已提交
2137
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2138

T
Takahiro 已提交
2139
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2140
		uniforms.opacity.value = material.opacity;
2141
		uniforms.size.value = material.size * _pixelRatio;
2142
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2143 2144 2145

		uniforms.map.value = material.map;

2146 2147
		if ( material.map !== null ) {

W
WestLangley 已提交
2148
			if ( material.map.matrixAutoUpdate === true ) {
2149

W
WestLangley 已提交
2150
				material.map.updateMatrix();
W
WestLangley 已提交
2151 2152

			}
2153

2154
			uniforms.uvTransform.value.copy( material.map.matrix );
2155 2156 2157

		}

2158 2159 2160 2161
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2162
		uniforms.diffuse.value.copy( material.color );
2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178
		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
2179
	}
M
Mr.doob 已提交
2180

M
Mr.doob 已提交
2181
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2182

T
Takahiro 已提交
2183
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2184

2185
		if ( fog.isFog ) {
M
Mr.doob 已提交
2186 2187 2188 2189

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

2190
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2191 2192 2193 2194 2195

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2196
	}
M
Mr.doob 已提交
2197

M
Mr.doob 已提交
2198
	function refreshUniformsLambert( uniforms, material ) {
2199 2200 2201 2202 2203 2204 2205 2206 2207

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2208
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2209

T
Takahiro 已提交
2210
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2211
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2212

2213
		if ( material.emissiveMap ) {
2214

2215
			uniforms.emissiveMap.value = material.emissiveMap;
2216

2217
		}
M
Mr.doob 已提交
2218

2219 2220 2221 2222
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2223
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2224

2225
		}
M
Mr.doob 已提交
2226

2227 2228 2229 2230
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2231
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2232 2233

		}
M
Mr.doob 已提交
2234

2235 2236 2237 2238 2239
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2240

2241
		}
2242

T
Takahiro 已提交
2243 2244 2245 2246 2247 2248
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2249
		if ( material.gradientMap ) {
T
Takahiro 已提交
2250

T
Takahiro 已提交
2251
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2252 2253 2254

		}

2255 2256
	}

M
Mr.doob 已提交
2257
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283

		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;
2284
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2285 2286 2287 2288 2289 2290 2291

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2292
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2313
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2314

2315 2316 2317 2318
		refreshUniformsStandard( uniforms, material );

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

2319 2320
		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
2321
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
2322

2323
		if ( material.clearcoatNormalMap ) {
2324

2325 2326
			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
2327

A
Linting  
arobertson0 已提交
2328 2329
			if ( material.side === BackSide ) {

2330
				uniforms.clearcoatNormalScale.value.negate();
A
Linting  
arobertson0 已提交
2331

A
arobertson0 已提交
2332
			}
A
arobertson0 已提交
2333 2334

		}
2335

2336 2337
		uniforms.transparency.value = material.transparency;

W
WestLangley 已提交
2338 2339
	}

W
WestLangley 已提交
2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

W
WestLangley 已提交
2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401
	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;

	}

2402 2403 2404 2405 2406 2407
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2408
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2409 2410 2411 2412 2413 2414 2415

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2416
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429

		}

		if ( material.displacementMap ) {

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

		}

	}

2430 2431
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2432
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2433

M
Mr.doob 已提交
2434
		uniforms.ambientLightColor.needsUpdate = value;
W
WestLangley 已提交
2435
		uniforms.lightProbe.needsUpdate = value;
2436

B
Ben Houston 已提交
2437 2438 2439
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2440
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2441
		uniforms.hemisphereLights.needsUpdate = value;
2442

M
Mr.doob 已提交
2443
	}
2444

2445 2446 2447
	//
	this.setFramebuffer = function ( value ) {

M
Mr.doob 已提交
2448
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2449

2450 2451 2452 2453
		_framebuffer = value;

	};

2454 2455 2456 2457 2458 2459
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

2460
	this.getActiveMipmapLevel = function () {
2461 2462 2463 2464 2465

		return _currentActiveMipmapLevel;

	};

2466
	this.getRenderTarget = function () {
2467 2468 2469

		return _currentRenderTarget;

M
Michael Herzog 已提交
2470
	};
2471

2472
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
M
Mr.doob 已提交
2473

2474
		_currentRenderTarget = renderTarget;
2475
		_currentActiveCubeFace = activeCubeFace;
2476
		_currentActiveMipmapLevel = activeMipmapLevel;
2477

2478
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2479

2480
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2481 2482 2483

		}

2484
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2485
		var isCube = false;
M
Mr.doob 已提交
2486 2487 2488

		if ( renderTarget ) {

M
Mr.doob 已提交
2489
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2490

M
Mr.doob 已提交
2491
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2492

2493
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
Mr.doob 已提交
2494
				isCube = true;
M
Mr.doob 已提交
2495

2496 2497 2498 2499
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2500 2501
			} else {

M
Mr.doob 已提交
2502
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2503 2504 2505

			}

M
Mr.doob 已提交
2506
			_currentViewport.copy( renderTarget.viewport );
2507 2508
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2509

M
Mr.doob 已提交
2510 2511
		} else {

2512 2513
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2514
			_currentScissorTest = _scissorTest;
2515

M
Mr.doob 已提交
2516 2517
		}

M
Mr.doob 已提交
2518
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2519 2520 2521 2522 2523 2524

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

		}

M
Mr.doob 已提交
2525
		state.viewport( _currentViewport );
2526 2527
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2528

M
Mr.doob 已提交
2529 2530 2531
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2532
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
M
Mr.doob 已提交
2533 2534 2535

		}

M
Mr.doob 已提交
2536 2537
	};

2538
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2539

0
06wj 已提交
2540
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2541

2542
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2543
			return;
2544

G
gero3 已提交
2545
		}
2546

M
Mr.doob 已提交
2547
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2548

2549
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2550 2551 2552 2553 2554

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2555
		if ( framebuffer ) {
2556

G
gero3 已提交
2557
			var restore = false;
2558

M
Mr.doob 已提交
2559
			if ( framebuffer !== _currentFramebuffer ) {
2560

M
Mr.doob 已提交
2561
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2562

G
gero3 已提交
2563
				restore = true;
2564

G
gero3 已提交
2565
			}
2566

M
Mr.doob 已提交
2567
			try {
2568

M
Mr.doob 已提交
2569
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2570 2571
				var textureFormat = texture.format;
				var textureType = texture.type;
2572

2573
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2574

M
Mr.doob 已提交
2575 2576
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2577

M
Mr.doob 已提交
2578
				}
2579

2580
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2581 2582
					! ( 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' ) ) ) ) {
2583

M
Mr.doob 已提交
2584 2585
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2586

M
Mr.doob 已提交
2587
				}
2588

M
Mr.doob 已提交
2589
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2590

2591 2592
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2593
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2594

2595
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2596 2597

					}
2598

M
Mr.doob 已提交
2599
				} else {
M
Mr.doob 已提交
2600

M
Mr.doob 已提交
2601 2602 2603
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2604

M
Mr.doob 已提交
2605
			} finally {
M
Mr.doob 已提交
2606

M
Mr.doob 已提交
2607 2608 2609
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2610

M
Mr.doob 已提交
2611 2612 2613
				}

			}
M
Mr.doob 已提交
2614 2615 2616

		}

M
Mr.doob 已提交
2617 2618
	};

2619
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2620 2621 2622

		var width = texture.image.width;
		var height = texture.image.height;
2623
		var glFormat = utils.convert( texture.format );
2624

2625
		textures.setTexture2D( texture, 0 );
2626

2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637
		_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 );

2638
		textures.setTexture2D( dstTexture, 0 );
2639

2640 2641 2642 2643 2644 2645 2646 2647 2648
		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 );

		}
2649 2650 2651

	};

M
Mr.doob 已提交
2652
	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
R
Rich Harris 已提交
2653

M
Mugen87 已提交
2654 2655
		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2656
	}
R
Rich Harris 已提交
2657

M
Mr.doob 已提交
2658
}
T
Tristan VALCKE 已提交
2659

2660
export { WebGLRenderer };