WebGLRenderer.js 59.8 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,
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		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

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

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? 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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622
	}
623 624


625
	function releaseMaterialProgramReference( material ) {
626

627
		var programInfo = properties.get( material ).program;
M
Mr.doob 已提交
628 629 630

		material.program = undefined;

631
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
632

633
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
634

M
Mr.doob 已提交
635 636
		}

637
	}
M
Mr.doob 已提交
638 639 640

	// Buffer rendering

M
Mr.doob 已提交
641
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
642 643 644

		object.render( function ( object ) {

M
Mr.doob 已提交
645
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
646 647 648 649 650

		} );

	}

M
Mugen87 已提交
651
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
652

653
		state.initAttributes();
654

655
		var buffers = properties.get( object );
656

657 658 659 660
		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
661

662
		var programAttributes = program.getAttributes();
663

M
Mr.doob 已提交
664 665
		if ( object.hasPositions ) {

666
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
667
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
668

669 670
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
671 672 673 674 675

		}

		if ( object.hasNormals ) {

676
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
677
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
678

679 680
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
681 682 683

		}

684
		if ( object.hasUvs ) {
M
Mr.doob 已提交
685

686
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
687
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
688

689
			state.enableAttribute( programAttributes.uv );
690
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
691 692 693

		}

694
		if ( object.hasColors ) {
M
Mr.doob 已提交
695

696
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
697
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
698

699 700
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
701 702 703

		}

704
		state.disableUnusedAttributes();
705

M
Mr.doob 已提交
706 707 708 709 710 711
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

712
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
713

714
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
715 716

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
717

M
Mr.doob 已提交
718
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
719

M
Mr.doob 已提交
720
		var updateBuffers = false;
M
Mr.doob 已提交
721

722 723 724
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
725

M
Mr.doob 已提交
726 727
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
728
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
729 730 731 732
			updateBuffers = true;

		}

733
		if ( object.morphTargetInfluences ) {
734

735
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
736 737 738 739 740

			updateBuffers = true;

		}

741 742
		//

743
		var index = geometry.index;
744
		var position = geometry.attributes.position;
745
		var rangeFactor = 1;
746

747 748
		if ( material.wireframe === true ) {

749
			index = geometries.getWireframeAttribute( geometry );
750
			rangeFactor = 2;
751 752 753

		}

M
Mr.doob 已提交
754
		var attribute;
M
Mr.doob 已提交
755
		var renderer = bufferRenderer;
756

757
		if ( index !== null ) {
758

M
Mr.doob 已提交
759
			attribute = attributes.get( index );
760

761
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
762
			renderer.setIndex( attribute );
763

764
		}
M
Mr.doob 已提交
765

766
		if ( updateBuffers ) {
M
Mr.doob 已提交
767

768
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
769

770
			if ( index !== null ) {
771

M
Mr.doob 已提交
772
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
773 774 775

			}

776
		}
777

778 779
		//

780
		var dataCount = Infinity;
781

M
Mr.doob 已提交
782
		if ( index !== null ) {
783

M
Mr.doob 已提交
784
			dataCount = index.count;
785

M
Mr.doob 已提交
786
		} else if ( position !== undefined ) {
787

M
Mr.doob 已提交
788
			dataCount = position.count;
789

M
Mr.doob 已提交
790
		}
791

M
Mr.doob 已提交
792 793
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
794

M
Mr.doob 已提交
795 796
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
797

M
Mr.doob 已提交
798
		var drawStart = Math.max( rangeStart, groupStart );
799
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
800 801 802

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

803 804
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
805
		//
806

807
		if ( object.isMesh ) {
808

809
			if ( material.wireframe === true ) {
810

811
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
812
				renderer.setMode( _gl.LINES );
813

814
			} else {
M
Mr.doob 已提交
815 816

				switch ( object.drawMode ) {
817

R
Rich Harris 已提交
818
					case TrianglesDrawMode:
B
Ben Adams 已提交
819 820 821
						renderer.setMode( _gl.TRIANGLES );
						break;

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

R
Rich Harris 已提交
826
					case TriangleFanDrawMode:
B
Ben Adams 已提交
827 828 829 830
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
831

832
			}
833

834

835
		} else if ( object.isLine ) {
836

837
			var lineWidth = material.linewidth;
838

839
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
840

841
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
842

843
			if ( object.isLineSegments ) {
844

845
				renderer.setMode( _gl.LINES );
846

847 848 849 850
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

851
			} else {
852

853
				renderer.setMode( _gl.LINE_STRIP );
854 855

			}
M
Mr.doob 已提交
856

857
		} else if ( object.isPoints ) {
858 859

			renderer.setMode( _gl.POINTS );
860

861 862 863 864
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

865
		}
866

T
Takahiro 已提交
867
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
868 869 870

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
871
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
872

J
jfranc 已提交
873
			}
874 875 876

		} else {

M
Mr.doob 已提交
877
			renderer.render( drawStart, drawCount );
878

M
Mr.doob 已提交
879 880 881 882
		}

	};

883
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
884

A
Alex Goldring 已提交
885
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
886

887
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
888

889
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
890
				return;
B
Ben Adams 已提交
891

M
Mr.doob 已提交
892 893 894
			}

		}
B
Ben Adams 已提交
895

896 897
		state.initAttributes();

898
		var geometryAttributes = geometry.attributes;
899

900
		var programAttributes = program.getAttributes();
901

902
		var materialDefaultAttributeValues = material.defaultAttributeValues;
903

904
		for ( var name in programAttributes ) {
905

906
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
907

M
Mr.doob 已提交
908
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
909

910
				var geometryAttribute = geometryAttributes[ name ];
911

M
Mr.doob 已提交
912
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
913

914
					var normalized = geometryAttribute.normalized;
915
					var size = geometryAttribute.itemSize;
916

M
Mr.doob 已提交
917
					var attribute = attributes.get( geometryAttribute );
918

919 920 921 922
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
923 924 925
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
926

A
aardgoose 已提交
927
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
928

M
Mr.doob 已提交
929 930 931 932
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
933
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
934

935
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
936

M
Mr.doob 已提交
937
							if ( geometry.maxInstancedCount === undefined ) {
938

D
dubejf 已提交
939
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
940

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

M
Mr.doob 已提交
943
						} else {
B
Ben Adams 已提交
944

M
Mr.doob 已提交
945
							state.enableAttribute( programAttribute );
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
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
950
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
951

M
Mr.doob 已提交
952
					} else {
B
Ben Adams 已提交
953

A
aardgoose 已提交
954
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
955

956
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
959

D
dubejf 已提交
960
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
961

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

M
Mr.doob 已提交
964 965 966 967
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
970
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
971
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
972

B
Ben Adams 已提交
973
					}
M
Mr.doob 已提交
974

975 976
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
977
					var value = materialDefaultAttributeValues[ name ];
978

979
					if ( value !== undefined ) {
M
Mr.doob 已提交
980

981
						switch ( value.length ) {
M
Mr.doob 已提交
982

983 984 985
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
986

987 988 989
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
990

991 992 993
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
994

995 996
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
997 998

						}
M
Mr.doob 已提交
999 1000 1001 1002 1003 1004 1005 1006

					}

				}

			}

		}
1007

1008
		state.disableUnusedAttributes();
1009

M
Mr.doob 已提交
1010 1011
	}

M
Mr.doob 已提交
1012
	// Compile
M
Mr.doob 已提交
1013

M
Mr.doob 已提交
1014
	this.compile = function ( scene, camera ) {
1015

M
Mr.doob 已提交
1016
		currentRenderState = renderStates.get( scene, camera );
1017
		currentRenderState.init();
1018

M
Mr.doob 已提交
1019
		scene.traverse( function ( object ) {
G
gero3 已提交
1020 1021

			if ( object.isLight ) {
M
Mr.doob 已提交
1022

1023
				currentRenderState.pushLight( object );
1024 1025 1026

				if ( object.castShadow ) {

1027
					currentRenderState.pushShadow( object );
1028 1029

				}
M
Mr.doob 已提交
1030

G
gero3 已提交
1031
			}
M
Mr.doob 已提交
1032 1033 1034

		} );

1035
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1036 1037 1038 1039 1040

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1041
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1042

G
gero3 已提交
1043
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1044 1045 1046

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

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

G
gero3 已提交
1049
				} else {
M
Mr.doob 已提交
1050 1051 1052

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

G
gero3 已提交
1053
				}
M
Mr.doob 已提交
1054

G
gero3 已提交
1055
			}
M
Mr.doob 已提交
1056 1057

		} );
G
gero3 已提交
1058 1059

	};
1060

1061
	// Animation Loop
M
Mr.doob 已提交
1062

M
Mr.doob 已提交
1063
	var onAnimationFrameCallback = null;
1064

1065
	function onAnimationFrame( time ) {
1066

M
Mr.doob 已提交
1067
		if ( vr.isPresenting() ) return;
1068
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1069

1070
	}
1071

M
Mr.doob 已提交
1072 1073
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1074 1075

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1076

1077
	this.setAnimationLoop = function ( callback ) {
1078

M
Mr.doob 已提交
1079 1080
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1081

1082 1083
		animation.start();

1084 1085
	};

M
Mr.doob 已提交
1086 1087
	// Rendering

1088 1089
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1090
		var renderTarget, forceClear;
1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104

		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 ];

		}
1105

0
06wj 已提交
1106
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1107

1108
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1109 1110 1111 1112
			return;

		}

1113 1114
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1115 1116
		// reset caching for this frame

M
Mr.doob 已提交
1117 1118
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1119
		_currentGeometryProgram.wireframe = false;
1120
		_currentMaterialId = - 1;
1121
		_currentCamera = null;
M
Mr.doob 已提交
1122 1123 1124

		// update scene graph

1125
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1126 1127 1128

		// update camera matrices and frustum

1129
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1130

1131 1132 1133 1134 1135 1136
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1137 1138
		//

1139 1140
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1141

M
Marc-Sefan Cassola 已提交
1142
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1143

M
Mr.doob 已提交
1144 1145 1146
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1147
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1148
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1149

1150 1151 1152
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1153
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1154

M
Mr.doob 已提交
1155
		if ( _this.sortObjects === true ) {
1156

1157
			currentRenderList.sort();
M
Mr.doob 已提交
1158

1159 1160
		}

M
Mr.doob 已提交
1161
		//
M
Mr.doob 已提交
1162

T
tschw 已提交
1163
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1164

1165
		var shadowsArray = currentRenderState.state.shadowsArray;
1166

1167
		shadowMap.render( shadowsArray, scene, camera );
1168

1169
		currentRenderState.setupLights( camera );
1170

T
tschw 已提交
1171
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1172

M
Mr.doob 已提交
1173 1174
		//

A
Atrahasis 已提交
1175
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1176

1177
		if ( renderTarget !== undefined ) {
1178

1179
			this.setRenderTarget( renderTarget );
1180 1181 1182

		}

M
Mr.doob 已提交
1183 1184
		//

1185
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1186

1187
		// render scene
M
Mr.doob 已提交
1188

1189 1190 1191
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1192 1193
		if ( scene.overrideMaterial ) {

1194
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1195

M
Mr.doob 已提交
1196 1197
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1198

M
Mr.doob 已提交
1199 1200
		} else {

1201 1202
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1203
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1204 1205 1206

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

M
Mr.doob 已提交
1207
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1208

1209
		}
M
Mr.doob 已提交
1210

1211
		//
M
Mr.doob 已提交
1212

1213 1214 1215 1216
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1217
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1218

1219 1220
			// Generate mipmap if we're using any kind of mipmap filtering

1221
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1222

M
Mugen87 已提交
1223
			// resolve multisample renderbuffers to a single-sample texture if necessary
1224

1225
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1226

M
Mr.doob 已提交
1227 1228
		}

1229
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1230

1231 1232 1233
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1234

1235
		state.setPolygonOffset( false );
1236

M
Mr.doob 已提交
1237
		if ( vr.enabled ) {
1238

1239
			vr.submitFrame();
1240

M
Mr.doob 已提交
1241
		}
M
Mr.doob 已提交
1242

M
Mr.doob 已提交
1243 1244
		// _gl.finish();

1245
		currentRenderList = null;
1246
		currentRenderState = null;
1247

M
Mr.doob 已提交
1248
	};
M
Mr.doob 已提交
1249

1250
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1251

1252
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1253

1254
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1255

1256
		if ( visible ) {
1257

1258 1259 1260 1261 1262
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1263

1264
				currentRenderState.pushLight( object );
1265 1266 1267

				if ( object.castShadow ) {

1268
					currentRenderState.pushShadow( object );
1269 1270

				}
M
Mr.doob 已提交
1271

1272
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1273

1274
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1275

1276 1277 1278 1279 1280 1281 1282 1283 1284 1285
					if ( sortObjects ) {

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

					}

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

1286 1287 1288 1289 1290
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1291

1292
				}
M
Mr.doob 已提交
1293

1294
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1295

1296
				if ( sortObjects ) {
M
Mr.doob 已提交
1297

1298 1299
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1300

1301
				}
M
Mr.doob 已提交
1302

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

1305
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1306

1307
				if ( object.isSkinnedMesh ) {
1308

1309
					object.skeleton.update();
1310

1311
				}
1312

1313
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1314

1315 1316 1317 1318 1319 1320
					if ( sortObjects ) {

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

					}
1321

1322 1323
					var geometry = objects.update( object );
					var material = object.material;
1324

1325
					if ( Array.isArray( material ) ) {
1326

1327
						var groups = geometry.groups;
1328

1329
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1330

1331 1332
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1333

1334
							if ( groupMaterial && groupMaterial.visible ) {
1335

1336
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1337 1338

							}
M
Mr.doob 已提交
1339

M
Mr.doob 已提交
1340
						}
M
Mr.doob 已提交
1341

1342
					} else if ( material.visible ) {
1343

1344
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1345

1346
					}
M
Mr.doob 已提交
1347

1348
				}
M
Mr.doob 已提交
1349

1350
			}
M
Mr.doob 已提交
1351

M
Mr.doob 已提交
1352
		}
M
Mr.doob 已提交
1353

M
Mr.doob 已提交
1354
		var children = object.children;
M
Mr.doob 已提交
1355

M
Mr.doob 已提交
1356 1357
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1358
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1359

1360
		}
1361

1362
	}
M
Mr.doob 已提交
1363

1364
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1365

M
Mr.doob 已提交
1366
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1367

1368
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1369

1370
			var object = renderItem.object;
M
Mr.doob 已提交
1371 1372 1373
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1374

M
Mr.doob 已提交
1375
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1376

1377 1378
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1379
				var cameras = camera.cameras;
M
Mr.doob 已提交
1380

M
Mr.doob 已提交
1381
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1382

M
Mr.doob 已提交
1383
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1384

1385
					if ( object.layers.test( camera2.layers ) ) {
1386

1387
						state.viewport( _currentViewport.copy( camera2.viewport ) );
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

A
aardgoose 已提交
1447
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1448

T
tschw 已提交
1449
		var parameters = programCache.getParameters(
1450
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1451

G
gero3 已提交
1452
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1453

1454
		var program = materialProperties.program;
T
tschw 已提交
1455
		var programChange = true;
1456

1457
		if ( program === undefined ) {
B
Ben Adams 已提交
1458

M
Mr.doob 已提交
1459 1460
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1461

1462
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1463

M
Mr.doob 已提交
1464
			// changed glsl or parameters
1465
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1466

A
aardgoose 已提交
1467
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1468

A
aardgoose 已提交
1469
			materialProperties.lightsStateVersion = lightsStateVersion;
1470 1471 1472

			programChange = false;

G
gero3 已提交
1473
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1474

T
tschw 已提交
1475
			// same glsl and uniform list
T
tschw 已提交
1476 1477
			return;

T
tschw 已提交
1478
		} else {
B
Ben Adams 已提交
1479

T
tschw 已提交
1480 1481
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1482 1483 1484

		}

1485
		if ( programChange ) {
B
Ben Adams 已提交
1486

1487
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1488

R
Rich Harris 已提交
1489
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1490

1491
				materialProperties.shader = {
1492
					name: material.type,
M
Mr.doob 已提交
1493
					uniforms: cloneUniforms( shader.uniforms ),
1494
					vertexShader: shader.vertexShader,
1495
					fragmentShader: shader.fragmentShader
1496
				};
B
Ben Adams 已提交
1497

1498
			} else {
B
Ben Adams 已提交
1499

1500
				materialProperties.shader = {
1501 1502 1503
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1504
					fragmentShader: material.fragmentShader
1505
				};
G
gero3 已提交
1506

1507
			}
G
gero3 已提交
1508

1509
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1510

1511
			// Computing code again as onBeforeCompile may have changed the shaders
1512 1513
			code = programCache.getProgramCode( material, parameters );

1514
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1515

1516 1517
			materialProperties.program = program;
			material.program = program;
1518 1519 1520

		}

1521
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1522 1523 1524 1525 1526

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1527
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1528

1529
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1543
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1544

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

1555
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1556

1557
		if ( ! material.isShaderMaterial &&
1558 1559
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1560

T
tschw 已提交
1561
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1562
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1563
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1564 1565 1566

		}

1567
		materialProperties.fog = fog;
1568

1569
		// store the light setup it was created for
1570

A
aardgoose 已提交
1571
		materialProperties.lightsStateVersion = lightsStateVersion;
1572

M
Mr.doob 已提交
1573
		if ( material.lights ) {
1574 1575 1576

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

1577
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1578
			uniforms.lightProbe.value = lights.state.probe;
1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590
			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;
1591
			// TODO (abelnation): add area lights shadow info to uniforms
1592

1593 1594
		}

T
tschw 已提交
1595 1596
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1597
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1598

T
tschw 已提交
1599
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1600

M
Mr.doob 已提交
1601
	}
M
Mr.doob 已提交
1602

1603
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1604

1605
		textures.resetTextureUnits();
M
Mr.doob 已提交
1606

1607
		var materialProperties = properties.get( material );
1608
		var lights = currentRenderState.state.lights;
1609

T
tschw 已提交
1610 1611 1612 1613 1614
		if ( _clippingEnabled ) {

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

				var useCache =
1615 1616
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1617 1618 1619 1620

				// 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
1621
				_clipping.setState(
1622 1623
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1624 1625 1626 1627 1628

			}

		}

1629
		if ( material.needsUpdate === false ) {
1630

1631
			if ( materialProperties.program === undefined ) {
1632

1633
				material.needsUpdate = true;
1634

1635
			} else if ( material.fog && materialProperties.fog !== fog ) {
1636

M
Mr.doob 已提交
1637
				material.needsUpdate = true;
1638

A
aardgoose 已提交
1639
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1640

1641
				material.needsUpdate = true;
1642

1643
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1644
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1645
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1646 1647 1648

				material.needsUpdate = true;

1649
			}
1650 1651 1652 1653

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1654

1655
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1656 1657 1658 1659
			material.needsUpdate = false;

		}

1660
		var refreshProgram = false;
M
Mr.doob 已提交
1661
		var refreshMaterial = false;
1662
		var refreshLights = false;
M
Mr.doob 已提交
1663

1664
		var program = materialProperties.program,
1665
			p_uniforms = program.getUniforms(),
1666
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1667

1668
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1669

1670
			refreshProgram = true;
M
Mr.doob 已提交
1671
			refreshMaterial = true;
1672
			refreshLights = true;
M
Mr.doob 已提交
1673 1674 1675 1676 1677 1678

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1679

M
Mr.doob 已提交
1680 1681 1682 1683
			refreshMaterial = true;

		}

1684
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1685

M
Mr.doob 已提交
1686
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1687

G
gero3 已提交
1688
			if ( capabilities.logarithmicDepthBuffer ) {
1689

T
tschw 已提交
1690
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1691
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1692 1693 1694

			}

1695
			if ( _currentCamera !== camera ) {
1696

1697
				_currentCamera = camera;
1698 1699 1700 1701 1702 1703

				// 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
1704
				refreshLights = true;		// remains set until update done
1705 1706

			}
M
Mr.doob 已提交
1707

1708 1709 1710
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1711
			if ( material.isShaderMaterial ||
1712 1713 1714
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1715

T
tschw 已提交
1716 1717 1718
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1719

T
tschw 已提交
1720
					uCamPos.setValue( _gl,
1721
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1722 1723 1724 1725 1726

				}

			}

1727
			if ( material.isMeshPhongMaterial ||
1728 1729 1730 1731
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1732
				material.skinning ) {
1733

T
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1734
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1735 1736 1737

			}

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1738 1739 1740 1741 1742 1743
		}

		// 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

1744
		if ( material.skinning ) {
M
Mr.doob 已提交
1745

T
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1746 1747
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1748

T
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1749
			var skeleton = object.skeleton;
1750

T
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1751
			if ( skeleton ) {
1752

1753 1754
				var bones = skeleton.bones;

1755
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1756

1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767
					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
1768
						size = _Math.ceilPowerOfTwo( size );
1769 1770 1771 1772 1773 1774
						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 );
1775
						boneTexture.needsUpdate = true;
1776 1777 1778 1779 1780 1781 1782

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

					}

1783
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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1784
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1785

T
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1786
				} else {
M
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1787

T
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1788
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1789 1790 1791 1792 1793 1794 1795 1796 1797

				}

			}

		}

		if ( refreshMaterial ) {

1798 1799 1800
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1801
			if ( material.lights ) {
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1802

1803
				// the current material requires lighting info
M
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1804

T
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1805 1806 1807 1808 1809 1810
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
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Mr.doob 已提交
1811

T
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1812
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
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1813

T
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1814
			}
G
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1815

T
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1816
			// refresh uniforms common to several materials
G
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1817

T
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1818
			if ( fog && material.fog ) {
G
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1819

T
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1820
				refreshUniformsFog( m_uniforms, fog );
M
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1821 1822 1823

			}

1824
			if ( material.isMeshBasicMaterial ) {
M
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1825 1826 1827

				refreshUniformsCommon( m_uniforms, material );

1828
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1829

1830 1831
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1832

1833
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1834

1835
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1836

1837
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1838

1839
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1840

1841
				} else {
1842

1843
					refreshUniformsPhong( m_uniforms, material );
1844

1845
				}
T
Takahiro 已提交
1846

1847
			} else if ( material.isMeshStandardMaterial ) {
T
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1848

1849
				refreshUniformsCommon( m_uniforms, material );
1850

1851
				if ( material.isMeshPhysicalMaterial ) {
1852

1853
					refreshUniformsPhysical( m_uniforms, material );
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1854

1855
				} else {
W
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1856

1857
					refreshUniformsStandard( m_uniforms, material );
W
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1858

1859
				}
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1860

W
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1861 1862 1863 1864 1865 1866
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1867
			} else if ( material.isMeshDepthMaterial ) {
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1868

1869
				refreshUniformsCommon( m_uniforms, material );
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1870
				refreshUniformsDepth( m_uniforms, material );
1871

W
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1872
			} else if ( material.isMeshDistanceMaterial ) {
1873

1874
				refreshUniformsCommon( m_uniforms, material );
W
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1875
				refreshUniformsDistance( m_uniforms, material );
1876

1877
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1878

1879
				refreshUniformsCommon( m_uniforms, material );
1880
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1881

1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1896 1897 1898 1899
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1900 1901
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1902
				m_uniforms.color.value.copy( material.color );
1903 1904
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1905 1906
			}

M
Mr.doob 已提交
1907 1908 1909
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1910 1911
			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
1912

1913
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
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1914 1915 1916

		}

1917 1918
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1919
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1920 1921 1922
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1923

1924 1925 1926 1927 1928 1929
		if ( material.isSpriteMaterial ) {

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

		}

T
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1930
		// common matrices
M
Mr.doob 已提交
1931

M
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1932 1933
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1934
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1935

T
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1936
		return program;
A
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1937 1938 1939

	}

M
Mr.doob 已提交
1940 1941
	// Uniforms (refresh uniforms objects)

M
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1942
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1943 1944 1945

		uniforms.opacity.value = material.opacity;

1946 1947
		if ( material.color ) {

T
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1948
			uniforms.diffuse.value.copy( material.color );
1949 1950

		}
M
Mr.doob 已提交
1951

1952
		if ( material.emissive ) {
M
Mr.doob 已提交
1953

1954
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1955 1956 1957

		}

1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983
		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
1984
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1985 1986 1987 1988

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

1989
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1990

1991
		}
M
Mr.doob 已提交
1992

1993 1994 1995 1996 1997 1998 1999
		if ( material.lightMap ) {

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

		}

2000
		if ( material.aoMap ) {
2001

2002 2003
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2004 2005 2006

		}

M
Mr.doob 已提交
2007
		// uv repeat and offset setting priorities
M
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2008 2009 2010 2011 2012
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2013
		// 6. emissive map
M
Mr.doob 已提交
2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2025 2026 2027 2028
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2029 2030 2031 2032 2033 2034 2035 2036
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2037 2038 2039 2040 2041 2042 2043 2044
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2045 2046 2047 2048
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2049 2050 2051 2052
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2053 2054 2055 2056
		}

		if ( uvScaleMap !== undefined ) {

2057
			// backwards compatibility
2058
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2059 2060 2061 2062 2063

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2064
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2065

W
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2066
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2067

W
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2068
			}
2069

2070
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2071 2072 2073

		}

M
Mr.doob 已提交
2074
	}
M
Mr.doob 已提交
2075

M
Mr.doob 已提交
2076
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2077

T
Takahiro 已提交
2078
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2079 2080
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2081
	}
M
Mr.doob 已提交
2082

M
Mr.doob 已提交
2083
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2084 2085 2086 2087 2088

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

M
Mr.doob 已提交
2089
	}
M
Mr.doob 已提交
2090

M
Mr.doob 已提交
2091
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2092

T
Takahiro 已提交
2093
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2094
		uniforms.opacity.value = material.opacity;
2095
		uniforms.size.value = material.size * _pixelRatio;
2096
		uniforms.scale.value = _height * 0.5;
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Mr.doob 已提交
2097 2098 2099

		uniforms.map.value = material.map;

2100 2101
		if ( material.map !== null ) {

W
WestLangley 已提交
2102
			if ( material.map.matrixAutoUpdate === true ) {
2103

W
WestLangley 已提交
2104
				material.map.updateMatrix();
W
WestLangley 已提交
2105 2106

			}
2107

2108
			uniforms.uvTransform.value.copy( material.map.matrix );
2109 2110 2111

		}

2112 2113 2114 2115
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2116
		uniforms.diffuse.value.copy( material.color );
2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132
		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
2133
	}
M
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2134

M
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2135
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2136

T
Takahiro 已提交
2137
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2138

2139
		if ( fog.isFog ) {
M
Mr.doob 已提交
2140 2141 2142 2143

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

2144
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2145 2146 2147 2148 2149

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2150
	}
M
Mr.doob 已提交
2151

M
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2152
	function refreshUniformsLambert( uniforms, material ) {
2153 2154 2155 2156 2157 2158 2159 2160 2161

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2162
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2163

T
Takahiro 已提交
2164
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2165
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2166

2167
		if ( material.emissiveMap ) {
2168

2169
			uniforms.emissiveMap.value = material.emissiveMap;
2170

2171
		}
M
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2172

2173 2174 2175 2176
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2177
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
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2178

2179
		}
M
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2180

2181 2182 2183 2184
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2185
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2186 2187

		}
M
Mr.doob 已提交
2188

2189 2190 2191 2192 2193
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2194

2195
		}
2196

T
Takahiro 已提交
2197 2198 2199 2200 2201 2202
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
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2203
		if ( material.gradientMap ) {
T
Takahiro 已提交
2204

T
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2205
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2206 2207 2208

		}

2209 2210
	}

M
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2211
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237

		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;
2238
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2239 2240 2241 2242 2243 2244 2245

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2246
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

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2267
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2268

2269 2270 2271 2272
		refreshUniformsStandard( uniforms, material );

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

2273 2274 2275
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2276 2277
	}

W
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2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

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	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		if ( material.normalMap ) {

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

		if ( material.displacementMap ) {

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

		}

	}

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

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
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		uniforms.ambientLightColor.needsUpdate = value;
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		uniforms.lightProbe.needsUpdate = value;
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		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
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		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
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	}
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	//
	this.setFramebuffer = function ( value ) {

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		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
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		_framebuffer = value;

	};

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	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

	this.getActiveMipMapLevel = function () {

		return _currentActiveMipmapLevel;

	};

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	this.getRenderTarget = function () {
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		return _currentRenderTarget;

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	};
2409

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	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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		_currentRenderTarget = renderTarget;
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		_currentActiveCubeFace = activeCubeFace;
		_currentActiveMipmapLevel = activeMipMapLevel;
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		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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			textures.setupRenderTarget( renderTarget );
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		}

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		var framebuffer = _framebuffer;
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		var isCube = false;
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		if ( renderTarget ) {

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			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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			if ( renderTarget.isWebGLRenderTargetCube ) {
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				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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				isCube = true;
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			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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			} else {

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				framebuffer = __webglFramebuffer;
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			}

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			_currentViewport.copy( renderTarget.viewport );
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			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2447

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		} else {

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			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2451
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
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			_currentScissorTest = _scissorTest;
2453

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		}

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		if ( _currentFramebuffer !== framebuffer ) {
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			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_currentFramebuffer = framebuffer;

		}

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		state.viewport( _currentViewport );
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		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
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		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
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			_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, activeCubeFaceIndex ) {
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		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
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2480
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
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			return;
2482

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		}
2484

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		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2487
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
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			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

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		if ( framebuffer ) {
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			var restore = false;
2496

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			if ( framebuffer !== _currentFramebuffer ) {
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				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
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				restore = true;
2502

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			}
2504

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			try {
2506

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				var texture = renderTarget.texture;
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				var textureFormat = texture.format;
				var textureType = texture.type;
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2511
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2512

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2515

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				}
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2518
				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' ) ) ) ) {
2521

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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2524

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				}
2526

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				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2528

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

2531
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2532

2533
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2534 2535

					}
2536

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				} else {
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					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
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			} finally {
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				if ( restore ) {

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

			}
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		}

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	};

2557
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2558 2559 2560

		var width = texture.image.width;
		var height = texture.image.height;
2561
		var glFormat = utils.convert( texture.format );
2562

2563
		textures.setTexture2D( texture, 0 );
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		_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 );

2576
		textures.setTexture2D( dstTexture, 0 );
2577

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		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 );

		}
2587 2588 2589

	};

2590 2591 2592 2593 2594
	/*
	if ( typeof __THREE_DEVTOOLS__ !== undefined ) {
		__THREE_DEVTOOLS__.dispatchEvent( { type: 'renderer', value: this } );
	}
	*/
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}
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2598
export { WebGLRenderer };