WebGLRenderer.js 60.6 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
627 628 629

		object.render( function ( object ) {

M
Mr.doob 已提交
630
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
631 632 633 634 635

		} );

	}

M
Mugen87 已提交
636
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
637

638
		state.initAttributes();
639

640
		var buffers = properties.get( object );
641

642 643 644 645
		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
646

647
		var programAttributes = program.getAttributes();
648

M
Mr.doob 已提交
649 650
		if ( object.hasPositions ) {

651
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
652
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
653

654 655
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
656 657 658 659 660

		}

		if ( object.hasNormals ) {

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

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

		}

669
		if ( object.hasUvs ) {
M
Mr.doob 已提交
670

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

674
			state.enableAttribute( programAttributes.uv );
675
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

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

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

684 685
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
686 687 688

		}

689
		state.disableUnusedAttributes();
690

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

		object.count = 0;

	};

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

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

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

M
Mr.doob 已提交
703
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
704

M
Mr.doob 已提交
705
		var updateBuffers = false;
M
Mr.doob 已提交
706

707 708 709
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
710

M
Mr.doob 已提交
711 712
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
713
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
714 715 716 717
			updateBuffers = true;

		}

718
		if ( object.morphTargetInfluences ) {
719

720
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
721 722 723 724 725

			updateBuffers = true;

		}

726 727
		//

728
		var index = geometry.index;
729
		var position = geometry.attributes.position;
730
		var rangeFactor = 1;
731

732 733
		if ( material.wireframe === true ) {

734
			index = geometries.getWireframeAttribute( geometry );
735
			rangeFactor = 2;
736 737 738

		}

M
Mr.doob 已提交
739
		var attribute;
M
Mr.doob 已提交
740
		var renderer = bufferRenderer;
741

742
		if ( index !== null ) {
743

M
Mr.doob 已提交
744
			attribute = attributes.get( index );
745

746
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
747
			renderer.setIndex( attribute );
748

749
		}
M
Mr.doob 已提交
750

751
		if ( updateBuffers ) {
M
Mr.doob 已提交
752

753
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
754

755
			if ( index !== null ) {
756

M
Mr.doob 已提交
757
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
758 759 760

			}

761
		}
762

763 764
		//

765
		var dataCount = Infinity;
766

M
Mr.doob 已提交
767
		if ( index !== null ) {
768

M
Mr.doob 已提交
769
			dataCount = index.count;
770

M
Mr.doob 已提交
771
		} else if ( position !== undefined ) {
772

M
Mr.doob 已提交
773
			dataCount = position.count;
774

M
Mr.doob 已提交
775
		}
776

M
Mr.doob 已提交
777 778
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
779

M
Mr.doob 已提交
780 781
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
782

M
Mr.doob 已提交
783
		var drawStart = Math.max( rangeStart, groupStart );
784
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
785 786 787

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

788 789
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
790
		//
791

792
		if ( object.isMesh ) {
793

794
			if ( material.wireframe === true ) {
795

796
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
797
				renderer.setMode( _gl.LINES );
798

799
			} else {
M
Mr.doob 已提交
800 801

				switch ( object.drawMode ) {
802

R
Rich Harris 已提交
803
					case TrianglesDrawMode:
B
Ben Adams 已提交
804 805 806
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
807
					case TriangleStripDrawMode:
B
Ben Adams 已提交
808 809 810
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
811
					case TriangleFanDrawMode:
B
Ben Adams 已提交
812 813 814 815
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
816

817
			}
818

819

820
		} else if ( object.isLine ) {
821

822
			var lineWidth = material.linewidth;
823

824
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
825

826
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
827

828
			if ( object.isLineSegments ) {
829

830
				renderer.setMode( _gl.LINES );
831

832 833 834 835
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

836
			} else {
837

838
				renderer.setMode( _gl.LINE_STRIP );
839 840

			}
M
Mr.doob 已提交
841

842
		} else if ( object.isPoints ) {
843 844

			renderer.setMode( _gl.POINTS );
845

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

			renderer.setMode( _gl.TRIANGLES );

850
		}
851

T
Takahiro 已提交
852
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
853 854 855

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
856
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
857

J
jfranc 已提交
858
			}
859 860 861

		} else {

M
Mr.doob 已提交
862
			renderer.render( drawStart, drawCount );
863

M
Mr.doob 已提交
864 865 866 867
		}

	};

868
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
869

A
Alex Goldring 已提交
870
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
871

872
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
873

874
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
875
				return;
B
Ben Adams 已提交
876

M
Mr.doob 已提交
877 878 879
			}

		}
B
Ben Adams 已提交
880

881 882
		state.initAttributes();

883
		var geometryAttributes = geometry.attributes;
884

885
		var programAttributes = program.getAttributes();
886

887
		var materialDefaultAttributeValues = material.defaultAttributeValues;
888

889
		for ( var name in programAttributes ) {
890

891
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
892

M
Mr.doob 已提交
893
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
894

895
				var geometryAttribute = geometryAttributes[ name ];
896

M
Mr.doob 已提交
897
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
898

899
					var normalized = geometryAttribute.normalized;
900
					var size = geometryAttribute.itemSize;
901

M
Mr.doob 已提交
902
					var attribute = attributes.get( geometryAttribute );
903

904 905 906 907
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
908 909 910
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
911

A
aardgoose 已提交
912
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
913

M
Mr.doob 已提交
914 915 916 917
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
918
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
919

920
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922
							if ( geometry.maxInstancedCount === undefined ) {
923

D
dubejf 已提交
924
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926
							}
B
Ben Adams 已提交
927

M
Mr.doob 已提交
928
						} else {
B
Ben Adams 已提交
929

M
Mr.doob 已提交
930
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
931

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

M
Mr.doob 已提交
934
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
935
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
936

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

A
aardgoose 已提交
939
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
940

941
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
942

M
Mr.doob 已提交
943
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
944

D
dubejf 已提交
945
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
946

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

M
Mr.doob 已提交
949 950 951 952
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
955
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
956
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
957

B
Ben Adams 已提交
958
					}
M
Mr.doob 已提交
959

960 961
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
962
					var value = materialDefaultAttributeValues[ name ];
963

964
					if ( value !== undefined ) {
M
Mr.doob 已提交
965

966
						switch ( value.length ) {
M
Mr.doob 已提交
967

968 969 970
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
971

972 973 974
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
975

976 977 978
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
979

980 981
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
982 983

						}
M
Mr.doob 已提交
984 985 986 987 988 989 990 991

					}

				}

			}

		}
992

993
		state.disableUnusedAttributes();
994

M
Mr.doob 已提交
995 996
	}

M
Mr.doob 已提交
997
	// Compile
M
Mr.doob 已提交
998

M
Mr.doob 已提交
999
	this.compile = function ( scene, camera ) {
1000

M
Mr.doob 已提交
1001
		currentRenderState = renderStates.get( scene, camera );
1002
		currentRenderState.init();
1003

M
Mr.doob 已提交
1004
		scene.traverse( function ( object ) {
G
gero3 已提交
1005 1006

			if ( object.isLight ) {
M
Mr.doob 已提交
1007

1008
				currentRenderState.pushLight( object );
1009 1010 1011

				if ( object.castShadow ) {

1012
					currentRenderState.pushShadow( object );
1013 1014

				}
M
Mr.doob 已提交
1015

G
gero3 已提交
1016
			}
M
Mr.doob 已提交
1017 1018 1019

		} );

1020
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1021 1022 1023 1024 1025

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1026
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1027

G
gero3 已提交
1028
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1029 1030 1031

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

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

G
gero3 已提交
1034
				} else {
M
Mr.doob 已提交
1035 1036 1037

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

G
gero3 已提交
1038
				}
M
Mr.doob 已提交
1039

G
gero3 已提交
1040
			}
M
Mr.doob 已提交
1041 1042

		} );
G
gero3 已提交
1043 1044

	};
1045

1046
	// Animation Loop
M
Mr.doob 已提交
1047

M
Mr.doob 已提交
1048
	var onAnimationFrameCallback = null;
1049

1050
	function onAnimationFrame( time ) {
1051

M
Mr.doob 已提交
1052
		if ( vr.isPresenting() ) return;
1053
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1054

1055
	}
1056

M
Mr.doob 已提交
1057 1058
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1059 1060

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1061

1062
	this.setAnimationLoop = function ( callback ) {
1063

M
Mr.doob 已提交
1064 1065
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1066

1067 1068
		animation.start();

1069 1070
	};

M
Mr.doob 已提交
1071 1072
	// Rendering

1073 1074
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1075
		var renderTarget, forceClear;
1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089

		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 ];

		}
1090

0
06wj 已提交
1091
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1092

1093
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1094 1095 1096 1097
			return;

		}

1098 1099
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1100 1101
		// reset caching for this frame

M
Mr.doob 已提交
1102 1103
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1104
		_currentGeometryProgram.wireframe = false;
1105
		_currentMaterialId = - 1;
1106
		_currentCamera = null;
M
Mr.doob 已提交
1107 1108 1109

		// update scene graph

1110
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1111 1112 1113

		// update camera matrices and frustum

1114
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1115

1116 1117 1118 1119 1120 1121
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1122 1123
		//

1124 1125
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1126

M
Marc-Sefan Cassola 已提交
1127
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1128

M
Mr.doob 已提交
1129 1130 1131
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1132
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1133
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1134

1135 1136 1137
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1138
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1139

M
Mr.doob 已提交
1140
		if ( _this.sortObjects === true ) {
1141

1142
			currentRenderList.sort();
M
Mr.doob 已提交
1143

1144 1145
		}

M
Mr.doob 已提交
1146
		//
M
Mr.doob 已提交
1147

T
tschw 已提交
1148
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1149

1150
		var shadowsArray = currentRenderState.state.shadowsArray;
1151

1152
		shadowMap.render( shadowsArray, scene, camera );
1153

1154
		currentRenderState.setupLights( camera );
1155

T
tschw 已提交
1156
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1157

M
Mr.doob 已提交
1158 1159
		//

A
Atrahasis 已提交
1160
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1161

1162
		if ( renderTarget !== undefined ) {
1163

1164
			this.setRenderTarget( renderTarget );
1165 1166 1167

		}

M
Mr.doob 已提交
1168 1169
		//

1170
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1171

1172
		// render scene
M
Mr.doob 已提交
1173

1174 1175 1176
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1177 1178
		if ( scene.overrideMaterial ) {

1179
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1180

M
Mr.doob 已提交
1181 1182
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1183

M
Mr.doob 已提交
1184 1185
		} else {

1186 1187
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1188
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1189 1190 1191

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

M
Mr.doob 已提交
1192
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1193

1194
		}
M
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1195

1196
		//
M
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1197

1198 1199 1200 1201
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1202
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1203

1204 1205
			// Generate mipmap if we're using any kind of mipmap filtering

1206
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1207

M
Mugen87 已提交
1208
			// resolve multisample renderbuffers to a single-sample texture if necessary
1209

1210
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1211

M
Mr.doob 已提交
1212 1213
		}

1214
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1215

1216 1217 1218
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1219

1220
		state.setPolygonOffset( false );
1221

M
Mr.doob 已提交
1222
		if ( vr.enabled ) {
1223

1224
			vr.submitFrame();
1225

M
Mr.doob 已提交
1226
		}
M
Mr.doob 已提交
1227

M
Mr.doob 已提交
1228 1229
		// _gl.finish();

1230
		currentRenderList = null;
1231
		currentRenderState = null;
1232

M
Mr.doob 已提交
1233
	};
M
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1234

1235
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1236

1237
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1238

1239
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1240

1241
		if ( visible ) {
1242

1243 1244 1245 1246 1247
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1248

1249
				currentRenderState.pushLight( object );
1250 1251 1252

				if ( object.castShadow ) {

1253
					currentRenderState.pushShadow( object );
1254 1255

				}
M
Mr.doob 已提交
1256

1257
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1258

1259
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1260

1261 1262 1263 1264 1265 1266 1267 1268 1269 1270
					if ( sortObjects ) {

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

					}

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

1271 1272 1273 1274 1275
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1276

1277
				}
M
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1278

1279
			} else if ( object.isImmediateRenderObject ) {
M
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1280

1281
				if ( sortObjects ) {
M
Mr.doob 已提交
1282

1283 1284
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1285

1286
				}
M
Mr.doob 已提交
1287

1288
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1289

1290
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1291

1292
				if ( object.isSkinnedMesh ) {
1293

1294
					object.skeleton.update();
1295

1296
				}
1297

1298
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1299

1300 1301 1302 1303 1304 1305
					if ( sortObjects ) {

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

					}
1306

1307 1308
					var geometry = objects.update( object );
					var material = object.material;
1309

1310
					if ( Array.isArray( material ) ) {
1311

1312
						var groups = geometry.groups;
1313

1314
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1315

1316 1317
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1318

1319
							if ( groupMaterial && groupMaterial.visible ) {
1320

1321
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1322 1323

							}
M
Mr.doob 已提交
1324

M
Mr.doob 已提交
1325
						}
M
Mr.doob 已提交
1326

1327
					} else if ( material.visible ) {
1328

1329
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1330

1331
					}
M
Mr.doob 已提交
1332

1333
				}
M
Mr.doob 已提交
1334

1335
			}
M
Mr.doob 已提交
1336

M
Mr.doob 已提交
1337
		}
M
Mr.doob 已提交
1338

M
Mr.doob 已提交
1339
		var children = object.children;
M
Mr.doob 已提交
1340

M
Mr.doob 已提交
1341 1342
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1343
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1344

1345
		}
1346

1347
	}
M
Mr.doob 已提交
1348

1349
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1350

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

1353
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1354

1355
			var object = renderItem.object;
M
Mr.doob 已提交
1356 1357 1358
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1359

M
Mr.doob 已提交
1360
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1361

1362 1363
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1364
				var cameras = camera.cameras;
M
Mr.doob 已提交
1365

M
Mr.doob 已提交
1366
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1367

M
Mr.doob 已提交
1368
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1369

1370
					if ( object.layers.test( camera2.layers ) ) {
1371

M
Mr.doob 已提交
1372 1373 1374 1375 1376 1377 1378
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1379

M
Mr.doob 已提交
1380 1381 1382 1383
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
M
Mr.doob 已提交
1384

M
Mr.doob 已提交
1385 1386 1387
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1388

1389 1390
						currentRenderState.setupLights( camera2 );

1391 1392 1393
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1394

M
Mr.doob 已提交
1395
				}
1396

M
Mr.doob 已提交
1397
			} else {
M
Mr.doob 已提交
1398

1399 1400
				_currentArrayCamera = null;

M
Mr.doob 已提交
1401
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1402

M
Mr.doob 已提交
1403
			}
M
Mr.doob 已提交
1404

1405
		}
M
Mr.doob 已提交
1406

1407
	}
G
gero3 已提交
1408

M
Mr.doob 已提交
1409 1410
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1411
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1412
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1413

M
Mr.doob 已提交
1414 1415 1416 1417 1418
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1419
			state.setMaterial( material );
M
Mr.doob 已提交
1420 1421 1422

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

M
Mr.doob 已提交
1423 1424
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1425
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1426

M
Mr.doob 已提交
1427
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1428 1429 1430

		} else {

M
Mugen87 已提交
1431
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1432 1433 1434

		}

M
Mr.doob 已提交
1435
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1436
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1437

M
Mr.doob 已提交
1438 1439
	}

1440
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1441

1442
		var materialProperties = properties.get( material );
G
gero3 已提交
1443

1444 1445
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1446

M
Mr.doob 已提交
1447 1448 1449
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1450
		var parameters = programCache.getParameters(
1451
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1452

G
gero3 已提交
1453
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1454

1455
		var program = materialProperties.program;
T
tschw 已提交
1456
		var programChange = true;
1457

1458
		if ( program === undefined ) {
B
Ben Adams 已提交
1459

M
Mr.doob 已提交
1460 1461
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1462

1463
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1464

M
Mr.doob 已提交
1465
			// changed glsl or parameters
1466
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1467

M
Mr.doob 已提交
1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1483 1484 1485

			programChange = false;

G
gero3 已提交
1486
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1487

T
tschw 已提交
1488
			// same glsl and uniform list
T
tschw 已提交
1489 1490
			return;

T
tschw 已提交
1491
		} else {
B
Ben Adams 已提交
1492

T
tschw 已提交
1493 1494
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1495 1496 1497

		}

1498
		if ( programChange ) {
B
Ben Adams 已提交
1499

1500
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1501

R
Rich Harris 已提交
1502
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1503

1504
				materialProperties.shader = {
1505
					name: material.type,
M
Mr.doob 已提交
1506
					uniforms: cloneUniforms( shader.uniforms ),
1507
					vertexShader: shader.vertexShader,
1508
					fragmentShader: shader.fragmentShader
1509
				};
B
Ben Adams 已提交
1510

1511
			} else {
B
Ben Adams 已提交
1512

1513
				materialProperties.shader = {
1514 1515 1516
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1517
					fragmentShader: material.fragmentShader
1518
				};
G
gero3 已提交
1519

1520
			}
G
gero3 已提交
1521

1522
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1523

1524
			// Computing code again as onBeforeCompile may have changed the shaders
1525 1526
			code = programCache.getProgramCode( material, parameters );

1527
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1528

1529 1530
			materialProperties.program = program;
			material.program = program;
1531 1532 1533

		}

1534
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1535 1536 1537 1538 1539

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1540
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1541

1542
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

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

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

1568
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1569

1570
		if ( ! material.isShaderMaterial &&
1571 1572
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1573

T
tschw 已提交
1574
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1575
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1576
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1577 1578 1579

		}

1580
		materialProperties.fog = fog;
1581

1582
		// store the light setup it was created for
M
Mr.doob 已提交
1583
		if ( lightsHash === undefined ) {
1584

M
Mr.doob 已提交
1585
			materialProperties.lightsHash = lightsHash = {};
1586 1587 1588

		}

M
Mr.doob 已提交
1589 1590 1591 1592 1593 1594 1595
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1596

M
Mr.doob 已提交
1597
		if ( material.lights ) {
1598 1599 1600

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

1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1614
			// TODO (abelnation): add area lights shadow info to uniforms
1615

1616 1617
		}

T
tschw 已提交
1618 1619
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1620
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1621

T
tschw 已提交
1622
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1623

M
Mr.doob 已提交
1624
	}
M
Mr.doob 已提交
1625

1626
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1627

1628
		textures.resetTextureUnits();
M
Mr.doob 已提交
1629

1630
		var materialProperties = properties.get( material );
1631
		var lights = currentRenderState.state.lights;
1632

M
Mr.doob 已提交
1633 1634 1635
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1636 1637 1638 1639 1640
		if ( _clippingEnabled ) {

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

				var useCache =
1641 1642
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1643 1644 1645 1646

				// 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
1647
				_clipping.setState(
1648 1649
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1650 1651 1652 1653 1654

			}

		}

1655
		if ( material.needsUpdate === false ) {
1656

1657
			if ( materialProperties.program === undefined ) {
1658

1659
				material.needsUpdate = true;
1660

1661
			} else if ( material.fog && materialProperties.fog !== fog ) {
1662

M
Mr.doob 已提交
1663
				material.needsUpdate = true;
1664

M
Mr.doob 已提交
1665 1666 1667 1668 1669 1670 1671
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1672

1673
				material.needsUpdate = true;
1674

1675
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1676
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1677
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1678 1679 1680

				material.needsUpdate = true;

1681
			}
1682 1683 1684 1685

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1686

1687
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1688 1689 1690 1691
			material.needsUpdate = false;

		}

1692
		var refreshProgram = false;
M
Mr.doob 已提交
1693
		var refreshMaterial = false;
1694
		var refreshLights = false;
M
Mr.doob 已提交
1695

1696
		var program = materialProperties.program,
1697
			p_uniforms = program.getUniforms(),
1698
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1699

1700
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1701

1702
			refreshProgram = true;
M
Mr.doob 已提交
1703
			refreshMaterial = true;
1704
			refreshLights = true;
M
Mr.doob 已提交
1705 1706 1707 1708 1709 1710

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1711

M
Mr.doob 已提交
1712 1713 1714 1715
			refreshMaterial = true;

		}

1716
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1717

M
Mr.doob 已提交
1718
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
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1719

G
gero3 已提交
1720
			if ( capabilities.logarithmicDepthBuffer ) {
1721

T
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1722
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1723
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1724 1725 1726

			}

1727
			if ( _currentCamera !== camera ) {
1728

1729
				_currentCamera = camera;
1730 1731 1732 1733 1734 1735

				// 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
1736
				refreshLights = true;		// remains set until update done
1737 1738

			}
M
Mr.doob 已提交
1739

1740 1741 1742
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1743
			if ( material.isShaderMaterial ||
1744 1745 1746
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1747

T
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1748 1749 1750
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1751

T
tschw 已提交
1752
					uCamPos.setValue( _gl,
1753
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1754 1755 1756 1757 1758

				}

			}

1759
			if ( material.isMeshPhongMaterial ||
1760 1761 1762 1763
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1764
				material.skinning ) {
1765

T
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1766
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1767 1768 1769

			}

M
Mr.doob 已提交
1770 1771 1772 1773 1774 1775
		}

		// 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

1776
		if ( material.skinning ) {
M
Mr.doob 已提交
1777

T
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1778 1779
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1780

T
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1781
			var skeleton = object.skeleton;
1782

T
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1783
			if ( skeleton ) {
1784

1785 1786
				var bones = skeleton.bones;

1787
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1788

1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799
					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
1800
						size = _Math.ceilPowerOfTwo( size );
1801 1802 1803 1804 1805 1806
						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 );
1807
						boneTexture.needsUpdate = true;
1808 1809 1810 1811 1812 1813 1814

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

					}

1815
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1816
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1817

T
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1818
				} else {
M
Mr.doob 已提交
1819

T
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1820
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1821 1822 1823 1824 1825 1826 1827 1828 1829

				}

			}

		}

		if ( refreshMaterial ) {

1830 1831 1832
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1833
			if ( material.lights ) {
M
Mr.doob 已提交
1834

1835
				// the current material requires lighting info
M
Mr.doob 已提交
1836

T
tschw 已提交
1837 1838 1839 1840 1841 1842
				// 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
1843

T
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1844
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1845

T
tschw 已提交
1846
			}
G
gero3 已提交
1847

T
tschw 已提交
1848
			// refresh uniforms common to several materials
G
gero3 已提交
1849

T
tschw 已提交
1850
			if ( fog && material.fog ) {
G
gero3 已提交
1851

T
tschw 已提交
1852
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1853 1854 1855

			}

1856
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1857 1858 1859

				refreshUniformsCommon( m_uniforms, material );

1860
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1861

1862 1863
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1864

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

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

1869
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1870

1871
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1872

1873
				} else {
1874

1875
					refreshUniformsPhong( m_uniforms, material );
1876

1877
				}
T
Takahiro 已提交
1878

1879
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1880

1881
				refreshUniformsCommon( m_uniforms, material );
1882

1883
				if ( material.isMeshPhysicalMaterial ) {
1884

1885
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1886

1887
				} else {
W
WestLangley 已提交
1888

1889
					refreshUniformsStandard( m_uniforms, material );
W
WestLangley 已提交
1890

1891
				}
W
WestLangley 已提交
1892

W
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1893 1894 1895 1896 1897 1898
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1899
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1900

1901
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1902
				refreshUniformsDepth( m_uniforms, material );
1903

W
WestLangley 已提交
1904
			} else if ( material.isMeshDistanceMaterial ) {
1905

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

1909
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1910

1911
				refreshUniformsCommon( m_uniforms, material );
1912
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1913

1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1928 1929 1930 1931
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1932 1933 1934 1935 1936
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1937 1938
			}

M
Mr.doob 已提交
1939 1940 1941
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1942 1943
			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
1944

1945
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1946 1947 1948

		}

1949 1950
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1951
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1952 1953 1954
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1955

1956 1957 1958 1959 1960 1961
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1962
		// common matrices
M
Mr.doob 已提交
1963

M
Mr.doob 已提交
1964 1965
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1966
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1967

T
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1968
		return program;
A
arose 已提交
1969 1970 1971

	}

M
Mr.doob 已提交
1972 1973
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1974
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1975 1976 1977

		uniforms.opacity.value = material.opacity;

1978 1979 1980 1981 1982
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1983

1984
		if ( material.emissive ) {
M
Mr.doob 已提交
1985

1986
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1987 1988 1989

		}

1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
		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
2016
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2017 2018 2019 2020

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

2021
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2022

2023
		}
M
Mr.doob 已提交
2024

2025 2026 2027 2028 2029 2030 2031
		if ( material.lightMap ) {

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

		}

2032
		if ( material.aoMap ) {
2033

2034 2035
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2036 2037 2038

		}

M
Mr.doob 已提交
2039
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2040 2041 2042 2043 2044
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2045
		// 6. emissive map
M
Mr.doob 已提交
2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2061 2062 2063 2064 2065 2066 2067 2068
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2069 2070 2071 2072 2073 2074 2075 2076
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2077 2078 2079 2080
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2081 2082 2083 2084
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2085 2086 2087 2088
		}

		if ( uvScaleMap !== undefined ) {

2089
			// backwards compatibility
2090
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2091 2092 2093 2094 2095

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2096
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2097

W
WestLangley 已提交
2098
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2099

W
WestLangley 已提交
2100
			}
2101

2102
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2103 2104 2105

		}

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

M
Mr.doob 已提交
2108
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2109 2110 2111 2112

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

M
Mr.doob 已提交
2113
	}
M
Mr.doob 已提交
2114

M
Mr.doob 已提交
2115
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2116 2117 2118 2119 2120

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

M
Mr.doob 已提交
2121
	}
M
Mr.doob 已提交
2122

M
Mr.doob 已提交
2123
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2124

2125
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2126
		uniforms.opacity.value = material.opacity;
2127
		uniforms.size.value = material.size * _pixelRatio;
2128
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2129 2130 2131

		uniforms.map.value = material.map;

2132 2133
		if ( material.map !== null ) {

W
WestLangley 已提交
2134
			if ( material.map.matrixAutoUpdate === true ) {
2135

W
WestLangley 已提交
2136
				material.map.updateMatrix();
W
WestLangley 已提交
2137 2138

			}
2139

2140
			uniforms.uvTransform.value.copy( material.map.matrix );
2141 2142 2143

		}

2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164
	}

	function refreshUniformsSprites( uniforms, material ) {

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

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2165
	}
M
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2166

M
Mr.doob 已提交
2167
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2168 2169 2170

		uniforms.fogColor.value = fog.color;

2171
		if ( fog.isFog ) {
M
Mr.doob 已提交
2172 2173 2174 2175

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

2176
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2177 2178 2179 2180 2181

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2182
	}
M
Mr.doob 已提交
2183

M
Mr.doob 已提交
2184
	function refreshUniformsLambert( uniforms, material ) {
2185 2186 2187 2188 2189 2190 2191 2192 2193

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2194
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2195

2196
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2197
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2198

2199
		if ( material.emissiveMap ) {
2200

2201
			uniforms.emissiveMap.value = material.emissiveMap;
2202

2203
		}
M
Mr.doob 已提交
2204

2205 2206 2207 2208
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2209
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2210

2211
		}
M
Mr.doob 已提交
2212

2213 2214 2215 2216
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2217
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2218 2219

		}
M
Mr.doob 已提交
2220

2221 2222 2223 2224 2225
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2226

2227
		}
2228

T
Takahiro 已提交
2229 2230 2231 2232 2233 2234
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2235
		if ( material.gradientMap ) {
T
Takahiro 已提交
2236

T
Takahiro 已提交
2237
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2238 2239 2240

		}

2241 2242
	}

M
Mr.doob 已提交
2243
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269

		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;
2270
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2271 2272 2273 2274 2275 2276 2277

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2278
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298

		}

		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
2299
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2300

2301 2302 2303 2304
		refreshUniformsStandard( uniforms, material );

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

2305 2306 2307
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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	}

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2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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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
	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;

	}

2372 2373 2374 2375 2376 2377
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2378
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2379 2380 2381 2382 2383 2384 2385

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2386
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399

		}

		if ( material.displacementMap ) {

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

		}

	}

2400 2401
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2403

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2404
		uniforms.ambientLightColor.needsUpdate = value;
2405

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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2409
		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
2411

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	}
2413

2414 2415 2416 2417 2418 2419 2420 2421
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2422
	this.getRenderTarget = function () {
2423 2424 2425

		return _currentRenderTarget;

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	};
2427

2428
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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2429

2430 2431
		_currentRenderTarget = renderTarget;

2432
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2433

2434
			textures.setupRenderTarget( renderTarget );
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2435 2436 2437

		}

2438
		var framebuffer = _framebuffer;
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2439
		var isCube = false;
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2440 2441 2442

		if ( renderTarget ) {

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2443
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2444

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2445
			if ( renderTarget.isWebGLRenderTargetCube ) {
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2446

2447
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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				isCube = true;
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2450 2451 2452 2453
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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2456
				framebuffer = __webglFramebuffer;
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2457 2458 2459

			}

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2460
			_currentViewport.copy( renderTarget.viewport );
2461 2462
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2463

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		} else {

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2466
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2467
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2468
			_currentScissorTest = _scissorTest;
2469

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2470 2471
		}

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2472
		if ( _currentFramebuffer !== framebuffer ) {
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2473 2474 2475 2476 2477 2478

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

		}

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		state.viewport( _currentViewport );
2480 2481
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2482

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2483 2484 2485
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2486
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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		}

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	};

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	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2493

0
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2494
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2495

2496
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
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2497
			return;
2498

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2499
		}
2500

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2501
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2502

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2503
		if ( framebuffer ) {
2504

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2505
			var restore = false;
2506

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2507
			if ( framebuffer !== _currentFramebuffer ) {
2508

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2509
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2510

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2511
				restore = true;
2512

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2513
			}
2514

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2515
			try {
2516

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2517
				var texture = renderTarget.texture;
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				var textureFormat = texture.format;
				var textureType = texture.type;
2520

2521
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2522

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2523 2524
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2525

M
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2526
				}
2527

2528
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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					! ( 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' ) ) ) ) {
2531

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

M
Mr.doob 已提交
2535
				}
2536

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2537
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2538

2539 2540
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2541
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2542

2543
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2544 2545

					}
2546

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2547
				} else {
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2548

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2549 2550 2551
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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2552

M
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2553
			} finally {
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2554

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2555 2556 2557
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
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2558

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2559 2560 2561
				}

			}
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2562 2563 2564

		}

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2565 2566
	};

2567
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2568 2569 2570

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

2573
		textures.setTexture2D( texture, 0 );
2574

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

2586
		textures.setTexture2D( dstTexture, 0 );
2587

2588 2589 2590 2591 2592 2593 2594 2595 2596
		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 );

		}
2597 2598 2599

	};

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2600
}
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2601

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2602

2603
export { WebGLRenderer };