WebGLRenderer.js 61.6 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

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

		vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );

	}
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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

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

	}

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

605
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
606
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
607

608 609
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
610 611 612 613 614

		}

		if ( object.hasNormals ) {

615
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
616
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
617

618 619
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
620 621 622

		}

623
		if ( object.hasUvs ) {
M
Mr.doob 已提交
624

625
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
626
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
627

628
			state.enableAttribute( programAttributes.uv );
629
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
630 631 632

		}

633
		if ( object.hasColors ) {
M
Mr.doob 已提交
634

635
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
636
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
637

638 639
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
640 641 642

		}

643
		state.disableUnusedAttributes();
644

M
Mr.doob 已提交
645 646 647 648 649 650
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

651
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
652

653
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
654 655

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
656

M
Mr.doob 已提交
657
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
658

M
Mr.doob 已提交
659
		var updateBuffers = false;
M
Mr.doob 已提交
660

661 662 663
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
664

M
Mr.doob 已提交
665 666
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
667
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
668 669 670 671
			updateBuffers = true;

		}

672
		if ( object.morphTargetInfluences ) {
673

674
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
675 676 677 678 679

			updateBuffers = true;

		}

680 681
		//

682
		var index = geometry.index;
683
		var position = geometry.attributes.position;
684
		var rangeFactor = 1;
685

686 687
		if ( material.wireframe === true ) {

688
			index = geometries.getWireframeAttribute( geometry );
689
			rangeFactor = 2;
690 691 692

		}

M
Mr.doob 已提交
693
		var attribute;
M
Mr.doob 已提交
694
		var renderer = bufferRenderer;
695

696
		if ( index !== null ) {
697

M
Mr.doob 已提交
698
			attribute = attributes.get( index );
699

700
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
701
			renderer.setIndex( attribute );
702

703
		}
M
Mr.doob 已提交
704

705
		if ( updateBuffers ) {
M
Mr.doob 已提交
706

707
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
708

709
			if ( index !== null ) {
710

M
Mr.doob 已提交
711
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
712 713 714

			}

715
		}
716

717 718
		//

719
		var dataCount = Infinity;
720

M
Mr.doob 已提交
721
		if ( index !== null ) {
722

M
Mr.doob 已提交
723
			dataCount = index.count;
724

M
Mr.doob 已提交
725
		} else if ( position !== undefined ) {
726

M
Mr.doob 已提交
727
			dataCount = position.count;
728

M
Mr.doob 已提交
729
		}
730

M
Mr.doob 已提交
731 732
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
733

M
Mr.doob 已提交
734 735
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
736

M
Mr.doob 已提交
737
		var drawStart = Math.max( rangeStart, groupStart );
738
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
739 740 741

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

742 743
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
744
		//
745

746
		if ( object.isMesh ) {
747

748
			if ( material.wireframe === true ) {
749

750
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
751
				renderer.setMode( _gl.LINES );
752

753
			} else {
M
Mr.doob 已提交
754 755

				switch ( object.drawMode ) {
756

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

R
Rich Harris 已提交
761
					case TriangleStripDrawMode:
B
Ben Adams 已提交
762 763 764
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
765
					case TriangleFanDrawMode:
B
Ben Adams 已提交
766 767 768 769
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
770

771
			}
772

773

774
		} else if ( object.isLine ) {
775

776
			var lineWidth = material.linewidth;
777

778
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
779

780
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
781

782
			if ( object.isLineSegments ) {
783

784
				renderer.setMode( _gl.LINES );
785

786 787 788 789
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

790
			} else {
791

792
				renderer.setMode( _gl.LINE_STRIP );
793 794

			}
M
Mr.doob 已提交
795

796
		} else if ( object.isPoints ) {
797 798

			renderer.setMode( _gl.POINTS );
799

800 801 802 803
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

804
		}
805

T
Takahiro 已提交
806
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
807 808 809

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
810
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
811

J
jfranc 已提交
812
			}
813 814 815

		} else {

M
Mr.doob 已提交
816
			renderer.render( drawStart, drawCount );
817

M
Mr.doob 已提交
818 819 820 821
		}

	};

822
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
823

A
Alex Goldring 已提交
824
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
825

826
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
827

828
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
829
				return;
B
Ben Adams 已提交
830

M
Mr.doob 已提交
831 832 833
			}

		}
B
Ben Adams 已提交
834

835 836
		state.initAttributes();

837
		var geometryAttributes = geometry.attributes;
838

839
		var programAttributes = program.getAttributes();
840

841
		var materialDefaultAttributeValues = material.defaultAttributeValues;
842

843
		for ( var name in programAttributes ) {
844

845
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
846

M
Mr.doob 已提交
847
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
848

849
				var geometryAttribute = geometryAttributes[ name ];
850

M
Mr.doob 已提交
851
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
852

853
					var normalized = geometryAttribute.normalized;
854
					var size = geometryAttribute.itemSize;
855

M
Mr.doob 已提交
856
					var attribute = attributes.get( geometryAttribute );
857

858 859 860 861
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
862 863 864
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
865

A
aardgoose 已提交
866
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
867

M
Mr.doob 已提交
868 869 870 871
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
872
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
873

874
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
875

M
Mr.doob 已提交
876
							if ( geometry.maxInstancedCount === undefined ) {
877

D
dubejf 已提交
878
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
879

M
Mr.doob 已提交
880
							}
B
Ben Adams 已提交
881

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

M
Mr.doob 已提交
884
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
885

M
Mr.doob 已提交
886
						}
B
Ben Adams 已提交
887

M
Mr.doob 已提交
888
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
889
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
					} else {
B
Ben Adams 已提交
892

A
aardgoose 已提交
893
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
894

895
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
898

D
dubejf 已提交
899
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
							}
B
Ben Adams 已提交
902

M
Mr.doob 已提交
903 904 905 906
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
907
						}
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
910
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
911

B
Ben Adams 已提交
912
					}
M
Mr.doob 已提交
913

914 915
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
916
					var value = materialDefaultAttributeValues[ name ];
917

918
					if ( value !== undefined ) {
M
Mr.doob 已提交
919

920
						switch ( value.length ) {
M
Mr.doob 已提交
921

922 923 924
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
925

926 927 928
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
929

930 931 932
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
933

934 935
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
936 937

						}
M
Mr.doob 已提交
938 939 940 941 942 943 944 945

					}

				}

			}

		}
946

947
		state.disableUnusedAttributes();
948

M
Mr.doob 已提交
949 950
	}

M
Mr.doob 已提交
951
	// Compile
M
Mr.doob 已提交
952

M
Mr.doob 已提交
953
	this.compile = function ( scene, camera ) {
954

M
Mr.doob 已提交
955
		currentRenderState = renderStates.get( scene, camera );
956
		currentRenderState.init();
957

M
Mr.doob 已提交
958
		scene.traverse( function ( object ) {
G
gero3 已提交
959 960

			if ( object.isLight ) {
M
Mr.doob 已提交
961

962
				currentRenderState.pushLight( object );
963 964 965

				if ( object.castShadow ) {

966
					currentRenderState.pushShadow( object );
967 968

				}
M
Mr.doob 已提交
969

G
gero3 已提交
970
			}
M
Mr.doob 已提交
971 972 973

		} );

974
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
975 976 977 978 979

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
980
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
981

G
gero3 已提交
982
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
983 984 985

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

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

G
gero3 已提交
988
				} else {
M
Mr.doob 已提交
989 990 991

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

G
gero3 已提交
992
				}
M
Mr.doob 已提交
993

G
gero3 已提交
994
			}
M
Mr.doob 已提交
995 996

		} );
G
gero3 已提交
997 998

	};
999

1000
	// Animation Loop
M
Mr.doob 已提交
1001

M
Mr.doob 已提交
1002
	var onAnimationFrameCallback = null;
1003

1004
	function onAnimationFrame( time ) {
1005

M
Mr.doob 已提交
1006
		if ( vr.isPresenting() ) return;
1007
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1008

1009
	}
1010

M
Mr.doob 已提交
1011 1012
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1013 1014

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1015

1016
	this.setAnimationLoop = function ( callback ) {
1017

M
Mr.doob 已提交
1018 1019
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1020

1021 1022
		animation.start();

1023 1024
	};

M
Mr.doob 已提交
1025 1026 1027
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1028

0
06wj 已提交
1029
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1030

1031
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1032 1033 1034 1035
			return;

		}

1036 1037
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1038 1039
		// reset caching for this frame

M
Mr.doob 已提交
1040 1041
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1042
		_currentGeometryProgram.wireframe = false;
1043
		_currentMaterialId = - 1;
1044
		_currentCamera = null;
M
Mr.doob 已提交
1045 1046 1047

		// update scene graph

1048
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1049 1050 1051

		// update camera matrices and frustum

1052
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1053

1054 1055 1056 1057 1058 1059
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1060 1061
		//

1062 1063
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1064

1065 1066
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1067 1068 1069
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1070
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1071
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1072

1073 1074 1075
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1076
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1077

M
Mr.doob 已提交
1078
		if ( _this.sortObjects === true ) {
1079

1080
			currentRenderList.sort();
M
Mr.doob 已提交
1081

1082 1083
		}

M
Mr.doob 已提交
1084
		//
M
Mr.doob 已提交
1085

T
tschw 已提交
1086
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1087

1088
		var shadowsArray = currentRenderState.state.shadowsArray;
1089

1090
		shadowMap.render( shadowsArray, scene, camera );
1091

1092
		currentRenderState.setupLights( camera );
1093

T
tschw 已提交
1094
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1095

M
Mr.doob 已提交
1096 1097
		//

A
Atrahasis 已提交
1098
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1099

1100 1101 1102 1103 1104 1105
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1106 1107
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1108 1109
		//

1110
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1111

1112
		// render scene
M
Mr.doob 已提交
1113

1114 1115 1116
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1117 1118
		if ( scene.overrideMaterial ) {

1119
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1120

M
Mr.doob 已提交
1121 1122
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1123

M
Mr.doob 已提交
1124 1125
		} else {

1126 1127
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1128
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1129 1130 1131

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

M
Mr.doob 已提交
1132
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1133

1134
		}
M
Mr.doob 已提交
1135

1136
		//
M
Mr.doob 已提交
1137

M
Mr.doob 已提交
1138 1139
		if ( renderTarget ) {

1140 1141
			// Generate mipmap if we're using any kind of mipmap filtering

1142
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1143

M
Mugen87 已提交
1144
			// resolve multisample renderbuffers to a single-sample texture if necessary
1145 1146 1147

			textures.updateMultisampleRenderTarget( renderTarget );

M
Mr.doob 已提交
1148 1149
		}

1150
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1151

1152 1153 1154
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1155

1156
		state.setPolygonOffset( false );
1157

1158
		scene.onAfterRender( _this, scene, camera );
1159

M
Mr.doob 已提交
1160
		if ( vr.enabled ) {
1161

1162
			vr.submitFrame();
1163

M
Mr.doob 已提交
1164
		}
M
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1165

M
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1166 1167
		// _gl.finish();

1168
		currentRenderList = null;
1169
		currentRenderState = null;
1170

M
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1171
	};
M
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1172

1173
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1174

1175
		if ( object.visible === false ) return;
M
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1176

1177
		var visible = object.layers.test( camera.layers );
M
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1178

1179
		if ( visible ) {
1180

1181 1182 1183 1184 1185
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1186

1187
				currentRenderState.pushLight( object );
1188 1189 1190

				if ( object.castShadow ) {

1191
					currentRenderState.pushShadow( object );
1192 1193

				}
M
Mr.doob 已提交
1194

1195
			} else if ( object.isSprite ) {
M
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1196

1197
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1198

1199 1200 1201 1202 1203 1204 1205 1206 1207 1208
					if ( sortObjects ) {

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

					}

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

1209
					currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
M
Mr.doob 已提交
1210

1211
				}
M
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1212

1213
			} else if ( object.isImmediateRenderObject ) {
M
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1214

1215
				if ( sortObjects ) {
M
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1216

1217 1218
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1219

1220
				}
M
Mr.doob 已提交
1221

1222
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1223

1224
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1225

1226
				if ( object.isSkinnedMesh ) {
1227

1228
					object.skeleton.update();
1229

1230
				}
1231

1232
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1233

1234 1235 1236 1237 1238 1239
					if ( sortObjects ) {

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

					}
1240

1241 1242
					var geometry = objects.update( object );
					var material = object.material;
1243

1244
					if ( Array.isArray( material ) ) {
1245

1246
						var groups = geometry.groups;
1247

1248
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1249

1250 1251
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1252

1253
							if ( groupMaterial && groupMaterial.visible ) {
1254

1255
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1256 1257

							}
M
Mr.doob 已提交
1258

M
Mr.doob 已提交
1259
						}
M
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1260

1261
					} else if ( material.visible ) {
1262

1263
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
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1264

1265
					}
M
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1266

1267
				}
M
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1268

1269
			}
M
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1270

M
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1271
		}
M
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1272

M
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1273
		var children = object.children;
M
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1274

M
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1275 1276
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1277
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1278

1279
		}
1280

1281
	}
M
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1282

1283
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1284

M
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1285
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1286

1287
			var renderItem = renderList[ i ];
M
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1288

1289
			var object = renderItem.object;
M
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1290 1291 1292
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1293

M
Mr.doob 已提交
1294
			if ( camera.isArrayCamera ) {
M
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1295

1296 1297
				_currentArrayCamera = camera;

M
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1298
				var cameras = camera.cameras;
M
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1299

M
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1300
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
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1301

M
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1302
					var camera2 = cameras[ j ];
M
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1303

1304
					if ( object.layers.test( camera2.layers ) ) {
1305

M
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1306 1307 1308 1309 1310 1311 1312
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1313

M
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1314 1315 1316 1317
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
M
Mr.doob 已提交
1318

M
Mr.doob 已提交
1319 1320 1321
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1322

1323 1324
						currentRenderState.setupLights( camera2 );

1325 1326 1327
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1328

M
Mr.doob 已提交
1329
				}
1330

M
Mr.doob 已提交
1331
			} else {
M
Mr.doob 已提交
1332

1333 1334
				_currentArrayCamera = null;

M
Mr.doob 已提交
1335
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1336

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

1339
		}
M
Mr.doob 已提交
1340

1341
	}
G
gero3 已提交
1342

M
Mr.doob 已提交
1343 1344
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1345
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1346
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1347

M
Mr.doob 已提交
1348 1349 1350 1351 1352
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1353
			state.setMaterial( material );
M
Mr.doob 已提交
1354 1355 1356

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

M
Mr.doob 已提交
1357 1358
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1359
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1360

M
Mr.doob 已提交
1361
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1362 1363 1364

		} else {

M
Mugen87 已提交
1365
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1366 1367 1368

		}

M
Mr.doob 已提交
1369
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1370
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372 1373
	}

1374
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1375

1376
		var materialProperties = properties.get( material );
G
gero3 已提交
1377

1378 1379
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1380

M
Mr.doob 已提交
1381 1382 1383
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1384
		var parameters = programCache.getParameters(
1385
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1386

G
gero3 已提交
1387
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1388

1389
		var program = materialProperties.program;
T
tschw 已提交
1390
		var programChange = true;
1391

1392
		if ( program === undefined ) {
B
Ben Adams 已提交
1393

M
Mr.doob 已提交
1394 1395
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1396

1397
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1398

M
Mr.doob 已提交
1399
			// changed glsl or parameters
1400
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1401

M
Mr.doob 已提交
1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1417 1418 1419

			programChange = false;

G
gero3 已提交
1420
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1421

T
tschw 已提交
1422
			// same glsl and uniform list
T
tschw 已提交
1423 1424
			return;

T
tschw 已提交
1425
		} else {
B
Ben Adams 已提交
1426

T
tschw 已提交
1427 1428
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1429 1430 1431

		}

1432
		if ( programChange ) {
B
Ben Adams 已提交
1433

1434
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1435

R
Rich Harris 已提交
1436
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1437

1438
				materialProperties.shader = {
1439
					name: material.type,
M
Mr.doob 已提交
1440
					uniforms: cloneUniforms( shader.uniforms ),
1441
					vertexShader: shader.vertexShader,
1442
					fragmentShader: shader.fragmentShader
1443
				};
B
Ben Adams 已提交
1444

1445
			} else {
B
Ben Adams 已提交
1446

1447
				materialProperties.shader = {
1448 1449 1450
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1451
					fragmentShader: material.fragmentShader
1452
				};
G
gero3 已提交
1453

1454
			}
G
gero3 已提交
1455

1456
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1457

1458
			// Computing code again as onBeforeCompile may have changed the shaders
1459 1460
			code = programCache.getProgramCode( material, parameters );

1461
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1462

1463 1464
			materialProperties.program = program;
			material.program = program;
1465 1466 1467

		}

1468
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1469 1470 1471 1472 1473

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1474
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1475

1476
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1490
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1491

1492
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1493 1494 1495 1496 1497 1498 1499 1500 1501

					material.numSupportedMorphNormals ++;

				}

			}

		}

1502
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1503

1504
		if ( ! material.isShaderMaterial &&
1505 1506
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1507

T
tschw 已提交
1508
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1509
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1510
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1511 1512 1513

		}

1514
		materialProperties.fog = fog;
1515

1516
		// store the light setup it was created for
M
Mr.doob 已提交
1517
		if ( lightsHash === undefined ) {
1518

M
Mr.doob 已提交
1519
			materialProperties.lightsHash = lightsHash = {};
1520 1521 1522

		}

M
Mr.doob 已提交
1523 1524 1525 1526 1527 1528 1529
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1530

M
Mr.doob 已提交
1531
		if ( material.lights ) {
1532 1533 1534

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

1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1548
			// TODO (abelnation): add area lights shadow info to uniforms
1549

1550 1551
		}

T
tschw 已提交
1552 1553
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1554
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1555

T
tschw 已提交
1556
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1557

M
Mr.doob 已提交
1558
	}
M
Mr.doob 已提交
1559

1560
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1561 1562 1563

		_usedTextureUnits = 0;

1564
		var materialProperties = properties.get( material );
1565
		var lights = currentRenderState.state.lights;
1566

M
Mr.doob 已提交
1567 1568 1569
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1570 1571 1572 1573 1574
		if ( _clippingEnabled ) {

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

				var useCache =
1575 1576
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1577 1578 1579 1580

				// 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
1581
				_clipping.setState(
1582 1583
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1584 1585 1586 1587 1588

			}

		}

1589
		if ( material.needsUpdate === false ) {
1590

1591
			if ( materialProperties.program === undefined ) {
1592

1593
				material.needsUpdate = true;
1594

1595
			} else if ( material.fog && materialProperties.fog !== fog ) {
1596

M
Mr.doob 已提交
1597
				material.needsUpdate = true;
1598

M
Mr.doob 已提交
1599 1600 1601 1602 1603 1604 1605
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1606

1607
				material.needsUpdate = true;
1608

1609
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1610
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1611
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1612 1613 1614

				material.needsUpdate = true;

1615
			}
1616 1617 1618 1619

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1620

1621
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1622 1623 1624 1625
			material.needsUpdate = false;

		}

1626
		var refreshProgram = false;
M
Mr.doob 已提交
1627
		var refreshMaterial = false;
1628
		var refreshLights = false;
M
Mr.doob 已提交
1629

1630
		var program = materialProperties.program,
1631
			p_uniforms = program.getUniforms(),
1632
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1633

1634
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1635

1636
			refreshProgram = true;
M
Mr.doob 已提交
1637
			refreshMaterial = true;
1638
			refreshLights = true;
M
Mr.doob 已提交
1639 1640 1641 1642 1643 1644

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1645

M
Mr.doob 已提交
1646 1647 1648 1649
			refreshMaterial = true;

		}

1650
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1651

M
Mr.doob 已提交
1652
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1653

G
gero3 已提交
1654
			if ( capabilities.logarithmicDepthBuffer ) {
1655

T
tschw 已提交
1656
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1657
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1658 1659 1660

			}

1661
			if ( _currentCamera !== camera ) {
1662

1663
				_currentCamera = camera;
1664 1665 1666 1667 1668 1669

				// 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
1670
				refreshLights = true;		// remains set until update done
1671 1672

			}
M
Mr.doob 已提交
1673

1674 1675 1676
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1677
			if ( material.isShaderMaterial ||
1678 1679 1680
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1681

T
tschw 已提交
1682 1683 1684
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1685

T
tschw 已提交
1686
					uCamPos.setValue( _gl,
1687
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1688 1689 1690 1691 1692

				}

			}

1693
			if ( material.isMeshPhongMaterial ||
1694 1695 1696 1697
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1698
				material.skinning ) {
1699

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1700
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1701 1702 1703

			}

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1704 1705 1706 1707 1708 1709
		}

		// 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

1710
		if ( material.skinning ) {
M
Mr.doob 已提交
1711

T
tschw 已提交
1712 1713
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1714

T
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1715
			var skeleton = object.skeleton;
1716

T
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1717
			if ( skeleton ) {
1718

1719 1720
				var bones = skeleton.bones;

1721
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1722

1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733
					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
1734
						size = _Math.ceilPowerOfTwo( size );
1735 1736 1737 1738 1739 1740
						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 );
1741
						boneTexture.needsUpdate = true;
1742 1743 1744 1745 1746 1747 1748

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

					}

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1749 1750
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1751

T
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1752
				} else {
M
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1753

T
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1754
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1755 1756 1757 1758 1759 1760 1761 1762 1763

				}

			}

		}

		if ( refreshMaterial ) {

1764 1765 1766
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1767
			if ( material.lights ) {
M
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1768

1769
				// the current material requires lighting info
M
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1770

T
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1771 1772 1773 1774 1775 1776
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
M
Mr.doob 已提交
1777

T
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1778
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1779

T
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1780
			}
G
gero3 已提交
1781

T
tschw 已提交
1782
			// refresh uniforms common to several materials
G
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1783

T
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1784
			if ( fog && material.fog ) {
G
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1785

T
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1786
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1787 1788 1789

			}

1790
			if ( material.isMeshBasicMaterial ) {
M
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1791 1792 1793

				refreshUniformsCommon( m_uniforms, material );

1794
			} else if ( material.isMeshLambertMaterial ) {
M
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1795

1796 1797
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1798

1799
			} else if ( material.isMeshPhongMaterial ) {
M
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1800

1801
				refreshUniformsCommon( m_uniforms, material );
M
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1802

1803
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1804

1805
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1806

1807
				} else {
1808

1809
					refreshUniformsPhong( m_uniforms, material );
1810

1811
				}
T
Takahiro 已提交
1812

1813
			} else if ( material.isMeshStandardMaterial ) {
T
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1814

1815
				refreshUniformsCommon( m_uniforms, material );
1816

1817
				if ( material.isMeshPhysicalMaterial ) {
1818

1819
					refreshUniformsPhysical( m_uniforms, material );
W
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1820

1821
				} else {
W
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1822

1823
					refreshUniformsStandard( m_uniforms, material );
W
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1824

1825
				}
W
WestLangley 已提交
1826

W
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1827 1828 1829 1830 1831 1832
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

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

1835
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1836
				refreshUniformsDepth( m_uniforms, material );
1837

W
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1838
			} else if ( material.isMeshDistanceMaterial ) {
1839

1840
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1841
				refreshUniformsDistance( m_uniforms, material );
1842

1843
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1844

1845
				refreshUniformsCommon( m_uniforms, material );
1846
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1847

1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

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

				refreshUniformsSprites( m_uniforms, material );

1866 1867 1868 1869 1870
			} else if ( material.isShadowMaterial ) {

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

M
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1871 1872
			}

M
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1873 1874 1875
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1876 1877
			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
1878

1879
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1880 1881 1882

		}

1883 1884 1885 1886 1887 1888
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1889

1890 1891 1892 1893 1894 1895
		if ( material.isSpriteMaterial ) {

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

		}

T
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1896
		// common matrices
M
Mr.doob 已提交
1897

M
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1898 1899
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1900
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1901

T
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1902
		return program;
A
arose 已提交
1903 1904 1905

	}

M
Mr.doob 已提交
1906 1907
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1908
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1909 1910 1911

		uniforms.opacity.value = material.opacity;

1912 1913 1914 1915 1916
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1917

1918
		if ( material.emissive ) {
M
Mr.doob 已提交
1919

1920
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1921 1922 1923

		}

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

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
1950
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1951 1952 1953 1954

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

1955
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1956

1957
		}
M
Mr.doob 已提交
1958

1959 1960 1961 1962 1963 1964 1965
		if ( material.lightMap ) {

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

		}

1966
		if ( material.aoMap ) {
1967

1968 1969
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1970 1971 1972

		}

M
Mr.doob 已提交
1973
		// uv repeat and offset setting priorities
M
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1974 1975 1976 1977 1978
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1979
		// 6. emissive map
M
Mr.doob 已提交
1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1991 1992 1993 1994
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1995 1996 1997 1998 1999 2000 2001 2002
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2003 2004 2005 2006 2007 2008 2009 2010
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2011 2012 2013 2014
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2015 2016 2017 2018
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2019 2020 2021 2022
		}

		if ( uvScaleMap !== undefined ) {

2023
			// backwards compatibility
2024
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2025 2026 2027 2028 2029

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2030
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2031

W
WestLangley 已提交
2032
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2033

W
WestLangley 已提交
2034
			}
2035

2036
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2037 2038 2039

		}

M
Mr.doob 已提交
2040
	}
M
Mr.doob 已提交
2041

M
Mr.doob 已提交
2042
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2043 2044 2045 2046

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

M
Mr.doob 已提交
2047
	}
M
Mr.doob 已提交
2048

M
Mr.doob 已提交
2049
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2050 2051 2052 2053 2054

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

M
Mr.doob 已提交
2055
	}
M
Mr.doob 已提交
2056

M
Mr.doob 已提交
2057
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2058

2059
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2060
		uniforms.opacity.value = material.opacity;
2061
		uniforms.size.value = material.size * _pixelRatio;
2062
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2063 2064 2065

		uniforms.map.value = material.map;

2066 2067
		if ( material.map !== null ) {

W
WestLangley 已提交
2068
			if ( material.map.matrixAutoUpdate === true ) {
2069

W
WestLangley 已提交
2070
				material.map.updateMatrix();
W
WestLangley 已提交
2071 2072

			}
2073

2074
			uniforms.uvTransform.value.copy( material.map.matrix );
2075 2076 2077

		}

2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098
	}

	function refreshUniformsSprites( uniforms, material ) {

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

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2099
	}
M
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2100

M
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2101
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2102 2103 2104

		uniforms.fogColor.value = fog.color;

2105
		if ( fog.isFog ) {
M
Mr.doob 已提交
2106 2107 2108 2109

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

2110
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2111 2112 2113 2114 2115

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2116
	}
M
Mr.doob 已提交
2117

M
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2118
	function refreshUniformsLambert( uniforms, material ) {
2119 2120 2121 2122 2123 2124 2125 2126 2127

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2128
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2129

2130
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2131
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2132

2133
		if ( material.emissiveMap ) {
2134

2135
			uniforms.emissiveMap.value = material.emissiveMap;
2136

2137
		}
M
Mr.doob 已提交
2138

2139 2140 2141 2142
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2143
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2144

2145
		}
M
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2146

2147 2148 2149 2150
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2151
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2152 2153

		}
M
Mr.doob 已提交
2154

2155 2156 2157 2158 2159
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2160

2161
		}
2162

T
Takahiro 已提交
2163 2164 2165 2166 2167 2168
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2169
		if ( material.gradientMap ) {
T
Takahiro 已提交
2170

T
Takahiro 已提交
2171
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2172 2173 2174

		}

2175 2176
	}

M
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2177
	function refreshUniformsStandard( uniforms, material ) {
W
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2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203

		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;
2204
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
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2205 2206 2207 2208 2209 2210 2211

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2212
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
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2233
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2234

2235 2236 2237 2238
		refreshUniformsStandard( uniforms, material );

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

2239 2240 2241
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2242 2243
	}

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2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277
	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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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
	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;

	}

2306 2307 2308 2309 2310 2311
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2312
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2313 2314 2315 2316 2317 2318 2319

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2320
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333

		}

		if ( material.displacementMap ) {

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

		}

	}

2334 2335
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2337

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2338
		uniforms.ambientLightColor.needsUpdate = value;
2339

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2340 2341 2342
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2343
		uniforms.rectAreaLights.needsUpdate = value;
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2344
		uniforms.hemisphereLights.needsUpdate = value;
2345

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2346
	}
2347

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2348 2349
	// Textures

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2350 2351 2352 2353 2354 2355
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2356
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2357 2358 2359 2360 2361 2362 2363 2364 2365

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2366
	this.allocTextureUnit = allocTextureUnit;
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2367

2368
	// this.setTexture2D = setTexture2D;
M
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2369
	this.setTexture2D = ( function () {
T
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2370

2371
		var warned = false;
T
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2372

2373
		// backwards compatibility: peel texture.texture
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2374
		return function setTexture2D( texture, slot ) {
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2375

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2376
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2377

2378
				if ( ! warned ) {
T
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2379

2380 2381
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2382

2383
				}
T
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2384

2385
				texture = texture.texture;
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2386

2387
			}
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2388

2389
			textures.setTexture2D( texture, slot );
T
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2390

2391
		};
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2392

2393
	}() );
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2394

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2395
	this.setTexture3D = ( function () {
A
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2396

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2397 2398
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
A
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2399

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2400 2401 2402 2403 2404
			textures.setTexture3D( texture, slot );

		};

	}() );
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2405

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2406
	this.setTexture = ( function () {
2407 2408 2409

		var warned = false;

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2410
		return function setTexture( texture, slot ) {
2411 2412 2413 2414 2415 2416 2417 2418

			if ( ! warned ) {

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

			}

2419
			textures.setTexture2D( texture, slot );
2420 2421 2422 2423 2424

		};

	}() );

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Mr.doob 已提交
2425
	this.setTextureCube = ( function () {
2426 2427 2428

		var warned = false;

W
WestLangley 已提交
2429
		return function setTextureCube( texture, slot ) {
2430 2431

			// backwards compatibility: peel texture.texture
T
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2432
			if ( texture && texture.isWebGLRenderTargetCube ) {
2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
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2447
			if ( ( texture && texture.isCubeTexture ) ||
2448
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2449 2450 2451 2452

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2453
				textures.setTextureCube( texture, slot );
2454 2455 2456 2457 2458

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2459
				textures.setTextureCubeDynamic( texture, slot );
2460 2461 2462 2463 2464 2465

			}

		};

	}() );
T
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2466

2467 2468 2469 2470 2471 2472 2473 2474
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2475
	this.getRenderTarget = function () {
2476 2477 2478

		return _currentRenderTarget;

M
Michael Herzog 已提交
2479
	};
2480

2481
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2482

2483 2484
		_currentRenderTarget = renderTarget;

2485
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2486

2487
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2488 2489 2490

		}

2491
		var framebuffer = _framebuffer;
M
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2492
		var isCube = false;
M
Mr.doob 已提交
2493 2494 2495

		if ( renderTarget ) {

M
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2496
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
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2497

M
Mr.doob 已提交
2498
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2499

M
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2500
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2501
				isCube = true;
M
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2502

2503 2504 2505 2506
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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Mr.doob 已提交
2507 2508
			} else {

M
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2509
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2510 2511 2512

			}

M
Mr.doob 已提交
2513
			_currentViewport.copy( renderTarget.viewport );
2514 2515
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2516

M
Mr.doob 已提交
2517 2518
		} else {

M
Mr.doob 已提交
2519
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2520
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2521
			_currentScissorTest = _scissorTest;
2522

M
Mr.doob 已提交
2523 2524
		}

M
Mr.doob 已提交
2525
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2526 2527 2528 2529 2530 2531

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

		}

M
Mr.doob 已提交
2532
		state.viewport( _currentViewport );
2533 2534
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2535

M
Mr.doob 已提交
2536 2537 2538
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2539
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
Mr.doob 已提交
2540 2541 2542

		}

M
Mr.doob 已提交
2543 2544
	};

M
Mr.doob 已提交
2545
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2546

0
06wj 已提交
2547
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2548

2549
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2550
			return;
2551

G
gero3 已提交
2552
		}
2553

M
Mr.doob 已提交
2554
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2555

M
Mr.doob 已提交
2556
		if ( framebuffer ) {
2557

G
gero3 已提交
2558
			var restore = false;
2559

M
Mr.doob 已提交
2560
			if ( framebuffer !== _currentFramebuffer ) {
2561

M
Mr.doob 已提交
2562
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2563

G
gero3 已提交
2564
				restore = true;
2565

G
gero3 已提交
2566
			}
2567

M
Mr.doob 已提交
2568
			try {
2569

M
Mr.doob 已提交
2570
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2571 2572
				var textureFormat = texture.format;
				var textureType = texture.type;
2573

2574
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2575

M
Mr.doob 已提交
2576 2577
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2578

M
Mr.doob 已提交
2579
				}
2580

2581
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2582 2583
					! ( 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' ) ) ) ) {
2584

M
Mr.doob 已提交
2585 2586
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2587

M
Mr.doob 已提交
2588
				}
2589

M
Mr.doob 已提交
2590
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2591

2592 2593
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2594
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2595

2596
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2597 2598

					}
2599

M
Mr.doob 已提交
2600
				} else {
M
Mr.doob 已提交
2601

M
Mr.doob 已提交
2602 2603 2604
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2605

M
Mr.doob 已提交
2606
			} finally {
M
Mr.doob 已提交
2607

M
Mr.doob 已提交
2608 2609 2610
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2611

M
Mr.doob 已提交
2612 2613 2614
				}

			}
M
Mr.doob 已提交
2615 2616 2617

		}

M
Mr.doob 已提交
2618 2619
	};

2620
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2621 2622 2623

		var width = texture.image.width;
		var height = texture.image.height;
2624
		var glFormat = utils.convert( texture.format );
2625 2626 2627

		this.setTexture2D( texture, 0 );

2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

		var width = srcTexture.image.width;
		var height = srcTexture.image.height;
		var glFormat = utils.convert( dstTexture.format );
		var glType = utils.convert( dstTexture.type );

		this.setTexture2D( dstTexture, 0 );

2641 2642 2643 2644 2645 2646 2647 2648 2649
		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 );

		}
2650 2651 2652

	};

M
Mr.doob 已提交
2653
}
R
Rich Harris 已提交
2654

T
Tristan VALCKE 已提交
2655

2656
export { WebGLRenderer };