WebGLRenderer.js 59.0 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
	NoColors,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
import { UniformsUtils } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { 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';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.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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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3();
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state, info;
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	var properties, textures, attributes, geometries, objects;
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	var programCache, renderLists, renderStates;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var spriteRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
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		extensions.get( 'OES_element_index_uint' );
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		extensions.get( 'ANGLE_instanced_arrays' );
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		utils = new WebGLUtils( _gl, extensions );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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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 );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
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		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( 'xr' in navigator ) ? new WebXRManager( _gl ) : new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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	this.renderBufferImmediate = function ( object, program, material ) {

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
600 601 602 603 604

		}

		if ( object.hasNormals ) {

605
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
606

607
			if ( ! material.isMeshPhongMaterial &&
608
				! material.isMeshStandardMaterial &&
609
				! material.isMeshNormalMaterial &&
610
				material.flatShading === true ) {
M
Mr.doob 已提交
611

612
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
613

614
					var array = object.normalArray;
M
Mr.doob 已提交
615

616 617 618
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
619

620 621 622
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
623

624 625 626
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
627

628 629 630
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
631 632 633 634 635 636

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
637

638
			state.enableAttribute( programAttributes.normal );
639

640
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
641 642 643 644 645

		}

		if ( object.hasUvs && material.map ) {

646
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
647
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
648

649
			state.enableAttribute( programAttributes.uv );
650

651
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
652 653 654

		}

R
Rich Harris 已提交
655
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
656

657
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
658
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
659

660
			state.enableAttribute( programAttributes.color );
661

662
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
663 664 665

		}

666
		state.disableUnusedAttributes();
667

M
Mr.doob 已提交
668 669 670 671 672 673
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

674
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
675

676 677 678
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
679

M
Mr.doob 已提交
680
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
681
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
682

M
Mr.doob 已提交
683
		var updateBuffers = false;
M
Mr.doob 已提交
684 685 686 687 688 689 690 691

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

692
		if ( object.morphTargetInfluences ) {
693

694
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
695 696 697 698 699

			updateBuffers = true;

		}

700 701
		//

702
		var index = geometry.index;
703
		var position = geometry.attributes.position;
704
		var rangeFactor = 1;
705

706 707
		if ( material.wireframe === true ) {

708
			index = geometries.getWireframeAttribute( geometry );
709
			rangeFactor = 2;
710 711 712

		}

M
Mr.doob 已提交
713
		var attribute;
M
Mr.doob 已提交
714
		var renderer = bufferRenderer;
715

716
		if ( index !== null ) {
717

M
Mr.doob 已提交
718
			attribute = attributes.get( index );
719

720
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
721
			renderer.setIndex( attribute );
722

723
		}
M
Mr.doob 已提交
724

725
		if ( updateBuffers ) {
M
Mr.doob 已提交
726

727
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
728

729
			if ( index !== null ) {
730

M
Mr.doob 已提交
731
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
732 733 734

			}

735
		}
736

737 738
		//

739
		var dataCount = Infinity;
740

M
Mr.doob 已提交
741
		if ( index !== null ) {
742

M
Mr.doob 已提交
743
			dataCount = index.count;
744

M
Mr.doob 已提交
745
		} else if ( position !== undefined ) {
746

M
Mr.doob 已提交
747
			dataCount = position.count;
748

M
Mr.doob 已提交
749
		}
750

M
Mr.doob 已提交
751 752
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
753

M
Mr.doob 已提交
754 755
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
756

M
Mr.doob 已提交
757
		var drawStart = Math.max( rangeStart, groupStart );
758
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
759 760 761

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

762 763
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
764
		//
765

766
		if ( object.isMesh ) {
767

768
			if ( material.wireframe === true ) {
769

770
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
771
				renderer.setMode( _gl.LINES );
772

773
			} else {
M
Mr.doob 已提交
774 775

				switch ( object.drawMode ) {
776

R
Rich Harris 已提交
777
					case TrianglesDrawMode:
B
Ben Adams 已提交
778 779 780
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
781
					case TriangleStripDrawMode:
B
Ben Adams 已提交
782 783 784
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
785
					case TriangleFanDrawMode:
B
Ben Adams 已提交
786 787 788 789
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
790

791
			}
792

793

794
		} else if ( object.isLine ) {
795

796
			var lineWidth = material.linewidth;
797

798
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
799

800
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
801

802
			if ( object.isLineSegments ) {
803

804
				renderer.setMode( _gl.LINES );
805

806 807 808 809
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

810
			} else {
811

812
				renderer.setMode( _gl.LINE_STRIP );
813 814

			}
M
Mr.doob 已提交
815

816
		} else if ( object.isPoints ) {
817 818

			renderer.setMode( _gl.POINTS );
819 820

		}
821

T
Takahiro 已提交
822
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
823 824 825

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
826
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
827

J
jfranc 已提交
828
			}
829 830 831

		} else {

M
Mr.doob 已提交
832
			renderer.render( drawStart, drawCount );
833

M
Mr.doob 已提交
834 835 836 837
		}

	};

838
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
839

T
Takahiro 已提交
840
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
841

842
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
843

844
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
845
				return;
B
Ben Adams 已提交
846

M
Mr.doob 已提交
847 848 849
			}

		}
B
Ben Adams 已提交
850

851 852
		state.initAttributes();

853
		var geometryAttributes = geometry.attributes;
854

855
		var programAttributes = program.getAttributes();
856

857
		var materialDefaultAttributeValues = material.defaultAttributeValues;
858

859
		for ( var name in programAttributes ) {
860

861
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
862

M
Mr.doob 已提交
863
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
864

865
				var geometryAttribute = geometryAttributes[ name ];
866

M
Mr.doob 已提交
867
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
868

869
					var normalized = geometryAttribute.normalized;
870
					var size = geometryAttribute.itemSize;
871

M
Mr.doob 已提交
872
					var attribute = attributes.get( geometryAttribute );
873

874 875 876 877
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
878 879 880
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
881

A
aardgoose 已提交
882
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
883

M
Mr.doob 已提交
884 885 886 887
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
888
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
889

890
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
891

M
Mr.doob 已提交
892
							if ( geometry.maxInstancedCount === undefined ) {
893

D
dubejf 已提交
894
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
895

M
Mr.doob 已提交
896
							}
B
Ben Adams 已提交
897

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

M
Mr.doob 已提交
900
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
901

M
Mr.doob 已提交
902
						}
B
Ben Adams 已提交
903

M
Mr.doob 已提交
904
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
905
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
906

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

A
aardgoose 已提交
909
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
910

911
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
912

M
Mr.doob 已提交
913
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
914

D
dubejf 已提交
915
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
916

M
Mr.doob 已提交
917
							}
B
Ben Adams 已提交
918

M
Mr.doob 已提交
919 920 921 922
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
923
						}
B
Ben Adams 已提交
924

M
Mr.doob 已提交
925
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
926
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
927

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

930 931
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
932
					var value = materialDefaultAttributeValues[ name ];
933

934
					if ( value !== undefined ) {
M
Mr.doob 已提交
935

936
						switch ( value.length ) {
M
Mr.doob 已提交
937

938 939 940
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
941

942 943 944
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
945

946 947 948
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
949

950 951
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
952 953

						}
M
Mr.doob 已提交
954 955 956 957 958 959 960 961

					}

				}

			}

		}
962

963
		state.disableUnusedAttributes();
964

M
Mr.doob 已提交
965 966
	}

M
Mr.doob 已提交
967
	// Compile
M
Mr.doob 已提交
968

M
Mr.doob 已提交
969
	this.compile = function ( scene, camera ) {
970

M
Mr.doob 已提交
971
		currentRenderState = renderStates.get( scene, camera );
972
		currentRenderState.init();
973

M
Mr.doob 已提交
974
		scene.traverse( function ( object ) {
G
gero3 已提交
975 976

			if ( object.isLight ) {
M
Mr.doob 已提交
977

978
				currentRenderState.pushLight( object );
979 980 981

				if ( object.castShadow ) {

982
					currentRenderState.pushShadow( object );
983 984

				}
M
Mr.doob 已提交
985

G
gero3 已提交
986
			}
M
Mr.doob 已提交
987 988 989

		} );

990
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
991 992 993 994 995

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
996
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
997

G
gero3 已提交
998
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
999 1000 1001

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

G
gero3 已提交
1002
					}
M
Mr.doob 已提交
1003

G
gero3 已提交
1004
				} else {
M
Mr.doob 已提交
1005 1006 1007

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

G
gero3 已提交
1008
				}
M
Mr.doob 已提交
1009

G
gero3 已提交
1010
			}
M
Mr.doob 已提交
1011 1012

		} );
G
gero3 已提交
1013 1014

	};
1015

1016
	// Animation Loop
M
Mr.doob 已提交
1017

1018 1019
	var isAnimating = false;
	var onAnimationFrame = null;
1020

B
Brunner 已提交
1021
	function startAnimation() {
1022

1023
		if ( isAnimating ) return;
1024

B
Brunner 已提交
1025
		requestAnimationLoopFrame();
M
Mugen87 已提交
1026

1027
		isAnimating = true;
1028

1029
	}
1030

B
Brunner 已提交
1031
	function stopAnimation() {
1032

1033
		isAnimating = false;
1034

1035
	}
1036

B
Brunner 已提交
1037
	function requestAnimationLoopFrame() {
1038

M
Mr.doob 已提交
1039
		if ( vr.isPresenting() ) {
1040

M
Mr.doob 已提交
1041
			vr.requestAnimationFrame( animationLoop );
1042 1043 1044

		} else {

B
Brunner 已提交
1045
			window.requestAnimationFrame( animationLoop );
1046 1047

		}
1048

1049 1050
	}

B
Brunner 已提交
1051
	function animationLoop( time ) {
1052

B
Brunner 已提交
1053
		if ( isAnimating === false ) return;
1054

B
brunnerh 已提交
1055
		onAnimationFrame( time );
1056

B
Brunner 已提交
1057
		requestAnimationLoopFrame();
1058

1059 1060 1061
	}

	this.animate = function ( callback ) {
1062

1063
		onAnimationFrame = callback;
B
Brunner 已提交
1064
		onAnimationFrame !== null ? startAnimation() : stopAnimation();
1065 1066 1067

	};

M
Mr.doob 已提交
1068 1069 1070
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1071

0
06wj 已提交
1072
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1073

1074
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1075 1076 1077 1078
			return;

		}

1079 1080
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1081 1082
		// reset caching for this frame

1083
		_currentGeometryProgram = '';
1084
		_currentMaterialId = - 1;
1085
		_currentCamera = null;
M
Mr.doob 已提交
1086 1087 1088

		// update scene graph

1089
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1090 1091 1092

		// update camera matrices and frustum

1093
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1094

1095 1096 1097 1098 1099 1100
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1101 1102
		//

1103 1104
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1105

1106 1107
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1108 1109 1110
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1111
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1112
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1113

1114 1115 1116
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1117
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1118

M
Mr.doob 已提交
1119
		if ( _this.sortObjects === true ) {
1120

1121
			currentRenderList.sort();
M
Mr.doob 已提交
1122

1123 1124
		}

M
Mr.doob 已提交
1125
		//
M
Mr.doob 已提交
1126

T
tschw 已提交
1127
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1128

1129
		var shadowsArray = currentRenderState.state.shadowsArray;
1130

1131
		shadowMap.render( shadowsArray, scene, camera );
1132

1133
		currentRenderState.setupLights( camera );
1134

T
tschw 已提交
1135
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1136

M
Mr.doob 已提交
1137 1138
		//

A
Atrahasis 已提交
1139
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1140

1141 1142 1143 1144 1145 1146
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1147 1148
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1149 1150
		//

1151
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1152

1153
		// render scene
M
Mr.doob 已提交
1154

1155 1156 1157
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1158 1159
		if ( scene.overrideMaterial ) {

1160
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1161

M
Mr.doob 已提交
1162 1163
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1164

M
Mr.doob 已提交
1165 1166 1167 1168
		} else {

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

M
Mr.doob 已提交
1169
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1170 1171 1172

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

M
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1173
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1174 1175 1176

		}

1177
		// custom renderers
M
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1178

1179
		var spritesArray = currentRenderState.state.spritesArray;
1180

1181
		spriteRenderer.render( spritesArray, scene, camera );
M
Mr.doob 已提交
1182 1183 1184

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

M
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1185 1186
		if ( renderTarget ) {

1187
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1188 1189 1190

		}

1191
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1192

1193 1194 1195
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1196

1197
		state.setPolygonOffset( false );
1198

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

M
Mr.doob 已提交
1201
		if ( vr.enabled ) {
1202

M
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1203
			vr.submitFrame();
1204

M
Mr.doob 已提交
1205
		}
M
Mr.doob 已提交
1206

M
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1207 1208
		// _gl.finish();

1209
		currentRenderList = null;
1210
		currentRenderState = null;
1211

M
Mr.doob 已提交
1212
	};
M
Mr.doob 已提交
1213

1214
	/*
M
Mr.doob 已提交
1215 1216
	// TODO Duplicated code (Frustum)

1217 1218
	var _sphere = new Sphere();

T
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1219 1220 1221 1222 1223 1224 1225
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1226
		_sphere.copy( geometry.boundingSphere ).
1227
		applyMatrix4( object.matrixWorld );
M
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1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1244 1245

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1246 1247 1248 1249

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1262
		} while ( ++ i !== numPlanes );
T
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1263 1264 1265 1266

		return true;

	}
1267
	*/
T
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1268

M
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1269
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1270

1271
		if ( object.visible === false ) return;
M
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1272

1273
		var visible = object.layers.test( camera.layers );
M
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1274

1275
		if ( visible ) {
1276

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

1279
				currentRenderState.pushLight( object );
1280 1281 1282

				if ( object.castShadow ) {

1283
					currentRenderState.pushShadow( object );
1284 1285

				}
M
Mr.doob 已提交
1286

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

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

1291
					currentRenderState.pushSprite( object );
M
Mr.doob 已提交
1292

1293
				}
M
Mr.doob 已提交
1294

1295
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1296

1297
				if ( sortObjects ) {
M
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1298

1299 1300
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
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1301

1302
				}
M
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1303

1304
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1305

1306
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1307

1308
				if ( object.isSkinnedMesh ) {
1309

1310
					object.skeleton.update();
1311

1312
				}
1313

1314
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1315

1316 1317 1318 1319 1320 1321
					if ( sortObjects ) {

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

					}
1322

1323 1324
					var geometry = objects.update( object );
					var material = object.material;
1325

1326
					if ( Array.isArray( material ) ) {
1327

1328
						var groups = geometry.groups;
1329

1330
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1331

1332 1333
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1334

1335
							if ( groupMaterial && groupMaterial.visible ) {
1336

1337 1338 1339
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1340

M
Mr.doob 已提交
1341
						}
M
Mr.doob 已提交
1342

1343
					} else if ( material.visible ) {
1344

1345
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1346

1347
					}
M
Mr.doob 已提交
1348

1349
				}
M
Mr.doob 已提交
1350

1351
			}
M
Mr.doob 已提交
1352

M
Mr.doob 已提交
1353
		}
M
Mr.doob 已提交
1354

M
Mr.doob 已提交
1355
		var children = object.children;
M
Mr.doob 已提交
1356

M
Mr.doob 已提交
1357 1358
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1359
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1360

1361
		}
1362

1363
	}
M
Mr.doob 已提交
1364

1365
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1366

M
Mr.doob 已提交
1367
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1368

1369
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1370

1371
			var object = renderItem.object;
M
Mr.doob 已提交
1372 1373 1374
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1377

1378 1379
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1380
				var cameras = camera.cameras;
M
Mr.doob 已提交
1381

M
Mr.doob 已提交
1382
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1383

M
Mr.doob 已提交
1384
					var camera2 = cameras[ j ];
M
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1385

1386
					if ( object.layers.test( camera2.layers ) ) {
1387

M
Mr.doob 已提交
1388 1389 1390 1391 1392 1393 1394
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1395

M
Mr.doob 已提交
1396 1397 1398 1399
							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
1400

M
Mr.doob 已提交
1401 1402 1403
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1404 1405 1406 1407

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

					}
M
Mr.doob 已提交
1408

M
Mr.doob 已提交
1409
				}
1410

M
Mr.doob 已提交
1411
			} else {
M
Mr.doob 已提交
1412

1413 1414
				_currentArrayCamera = null;

M
Mr.doob 已提交
1415
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1416

M
Mr.doob 已提交
1417
			}
M
Mr.doob 已提交
1418

1419
		}
M
Mr.doob 已提交
1420

1421
	}
G
gero3 已提交
1422

M
Mr.doob 已提交
1423 1424
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1425
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1426
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1427

M
Mr.doob 已提交
1428 1429 1430 1431 1432
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1433 1434 1435
			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

			state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
1436 1437 1438 1439 1440 1441 1442 1443 1444

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

M
Mugen87 已提交
1445
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1446 1447 1448

		}

M
Mr.doob 已提交
1449
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1450
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1451

M
Mr.doob 已提交
1452 1453
	}

1454
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1455

1456
		var materialProperties = properties.get( material );
G
gero3 已提交
1457

1458 1459
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1460

T
tschw 已提交
1461
		var parameters = programCache.getParameters(
1462
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1463

G
gero3 已提交
1464
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1465

1466
		var program = materialProperties.program;
T
tschw 已提交
1467
		var programChange = true;
1468

1469
		if ( program === undefined ) {
B
Ben Adams 已提交
1470

M
Mr.doob 已提交
1471 1472
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1473

1474
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1475

M
Mr.doob 已提交
1476
			// changed glsl or parameters
1477
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1478

1479 1480 1481 1482 1483
		} else if ( materialProperties.lightsHash !== lights.state.hash ) {

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

G
gero3 已提交
1484
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1485

T
tschw 已提交
1486
			// same glsl and uniform list
T
tschw 已提交
1487 1488
			return;

T
tschw 已提交
1489
		} else {
B
Ben Adams 已提交
1490

T
tschw 已提交
1491 1492
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1493 1494 1495

		}

1496
		if ( programChange ) {
B
Ben Adams 已提交
1497

1498
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1499

R
Rich Harris 已提交
1500
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1501

1502
				materialProperties.shader = {
1503
					name: material.type,
1504
					uniforms: UniformsUtils.clone( shader.uniforms ),
1505
					vertexShader: shader.vertexShader,
1506
					fragmentShader: shader.fragmentShader
1507
				};
B
Ben Adams 已提交
1508

1509
			} else {
B
Ben Adams 已提交
1510

1511
				materialProperties.shader = {
1512 1513 1514
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1515
					fragmentShader: material.fragmentShader
1516
				};
G
gero3 已提交
1517

1518
			}
G
gero3 已提交
1519

1520
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1521

1522
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1523

1524 1525
			materialProperties.program = program;
			material.program = program;
1526 1527 1528

		}

1529
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1530 1531 1532 1533 1534

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1535
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1536

1537
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1551
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1552

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

1563
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1564

1565
		if ( ! material.isShaderMaterial &&
1566 1567
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1568

T
tschw 已提交
1569
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1570
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1571
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1572 1573 1574

		}

1575
		materialProperties.fog = fog;
1576

1577
		// store the light setup it was created for
1578

1579
		materialProperties.lightsHash = lights.state.hash;
1580

M
Mr.doob 已提交
1581
		if ( material.lights ) {
1582 1583 1584

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

1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597
			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;
1598
			// TODO (abelnation): add area lights shadow info to uniforms
1599

1600 1601
		}

T
tschw 已提交
1602 1603
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1604
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1605

T
tschw 已提交
1606
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1607

M
Mr.doob 已提交
1608
	}
M
Mr.doob 已提交
1609

1610
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1611 1612 1613

		_usedTextureUnits = 0;

1614
		var materialProperties = properties.get( material );
1615
		var lights = currentRenderState.state.lights;
1616

T
tschw 已提交
1617 1618 1619 1620 1621
		if ( _clippingEnabled ) {

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

				var useCache =
1622 1623
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1624 1625 1626 1627

				// 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
1628
				_clipping.setState(
1629 1630
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1631 1632 1633 1634 1635

			}

		}

1636
		if ( material.needsUpdate === false ) {
1637

1638
			if ( materialProperties.program === undefined ) {
1639

1640
				material.needsUpdate = true;
1641

1642
			} else if ( material.fog && materialProperties.fog !== fog ) {
1643

M
Mr.doob 已提交
1644
				material.needsUpdate = true;
1645

1646
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1647

1648
				material.needsUpdate = true;
1649

1650
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1651
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1652
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1653 1654 1655

				material.needsUpdate = true;

1656
			}
1657 1658 1659 1660

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1661

1662
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1663 1664 1665 1666
			material.needsUpdate = false;

		}

1667
		var refreshProgram = false;
M
Mr.doob 已提交
1668
		var refreshMaterial = false;
1669
		var refreshLights = false;
M
Mr.doob 已提交
1670

1671
		var program = materialProperties.program,
1672
			p_uniforms = program.getUniforms(),
1673
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1674

1675
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1676

1677
			refreshProgram = true;
M
Mr.doob 已提交
1678
			refreshMaterial = true;
1679
			refreshLights = true;
M
Mr.doob 已提交
1680 1681 1682 1683 1684 1685

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1686

M
Mr.doob 已提交
1687 1688 1689 1690
			refreshMaterial = true;

		}

1691
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1692

M
Mr.doob 已提交
1693
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1694

G
gero3 已提交
1695
			if ( capabilities.logarithmicDepthBuffer ) {
1696

T
tschw 已提交
1697
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1698
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1699 1700 1701

			}

1702
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1703

1704
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1705

1706
				_currentCamera = ( _currentArrayCamera || camera );
1707 1708 1709 1710 1711 1712

				// 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
1713
				refreshLights = true;		// remains set until update done
1714 1715

			}
M
Mr.doob 已提交
1716

1717 1718 1719
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1720
			if ( material.isShaderMaterial ||
1721 1722 1723
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1724

T
tschw 已提交
1725 1726 1727
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1728

T
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1729
					uCamPos.setValue( _gl,
1730
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1731 1732 1733 1734 1735

				}

			}

1736
			if ( material.isMeshPhongMaterial ||
1737 1738 1739 1740
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1741
				material.skinning ) {
1742

T
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1743
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1744 1745 1746

			}

M
Mr.doob 已提交
1747 1748 1749 1750 1751 1752
		}

		// 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

1753
		if ( material.skinning ) {
M
Mr.doob 已提交
1754

T
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1755 1756
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1757

T
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1758
			var skeleton = object.skeleton;
1759

T
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1760
			if ( skeleton ) {
1761

1762 1763
				var bones = skeleton.bones;

1764
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1765

1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776
					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
1777
						size = _Math.ceilPowerOfTwo( size );
1778 1779 1780 1781 1782 1783
						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 );
1784
						boneTexture.needsUpdate = true;
1785 1786 1787 1788 1789 1790 1791

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

					}

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1792 1793
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1794

T
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1795
				} else {
M
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1796

T
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1797
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1798 1799 1800 1801 1802 1803 1804 1805 1806

				}

			}

		}

		if ( refreshMaterial ) {

1807 1808 1809
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
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1810
			if ( material.lights ) {
M
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1811

1812
				// the current material requires lighting info
M
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1813

T
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1814 1815 1816 1817 1818 1819
				// 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
1820

T
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1821
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1822

T
tschw 已提交
1823
			}
G
gero3 已提交
1824

T
tschw 已提交
1825
			// refresh uniforms common to several materials
G
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1826

T
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1827
			if ( fog && material.fog ) {
G
gero3 已提交
1828

T
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1829
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1830 1831 1832

			}

1833
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1834 1835 1836

				refreshUniformsCommon( m_uniforms, material );

1837
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1838

1839 1840
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1841

1842
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1843

1844
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1845

1846
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1847

1848
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1849

1850
				} else {
1851

1852
					refreshUniformsPhong( m_uniforms, material );
1853

1854
				}
T
Takahiro 已提交
1855

1856
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1857

1858
				refreshUniformsCommon( m_uniforms, material );
1859

1860
				if ( material.isMeshPhysicalMaterial ) {
1861

1862
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1863

1864
				} else {
W
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1865

1866
					refreshUniformsStandard( m_uniforms, material );
W
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1867

1868
				}
W
WestLangley 已提交
1869

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

1872
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1873
				refreshUniformsDepth( m_uniforms, material );
1874

W
WestLangley 已提交
1875
			} else if ( material.isMeshDistanceMaterial ) {
1876

1877
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1878
				refreshUniformsDistance( m_uniforms, material );
1879

1880
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1881

1882
				refreshUniformsCommon( m_uniforms, material );
1883
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1884

1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1899 1900 1901 1902 1903
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1904 1905
			}

M
Mr.doob 已提交
1906 1907 1908
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1909 1910
			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
1911

1912
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
arose 已提交
1913 1914 1915

		}

1916 1917 1918 1919 1920 1921
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1922

T
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1923
		// common matrices
M
Mr.doob 已提交
1924

M
Mr.doob 已提交
1925 1926
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1927
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1928

T
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1929
		return program;
A
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1930 1931 1932

	}

M
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1933 1934
	// Uniforms (refresh uniforms objects)

M
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1935
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1936 1937 1938

		uniforms.opacity.value = material.opacity;

1939 1940 1941 1942 1943
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1944

1945
		if ( material.emissive ) {
M
Mr.doob 已提交
1946

1947
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1948 1949 1950

		}

1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

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

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

1982
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1983

1984
		}
M
Mr.doob 已提交
1985

1986 1987 1988 1989 1990 1991 1992
		if ( material.lightMap ) {

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

		}

1993
		if ( material.aoMap ) {
1994

1995 1996
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1997 1998 1999

		}

M
Mr.doob 已提交
2000
		// uv repeat and offset setting priorities
M
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2001 2002 2003 2004 2005
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2006
		// 6. emissive map
M
Mr.doob 已提交
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2018 2019 2020 2021
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2022 2023 2024 2025 2026 2027 2028 2029
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2030 2031 2032 2033 2034 2035 2036 2037
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2038 2039 2040 2041
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2042 2043 2044 2045
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2046 2047 2048 2049
		}

		if ( uvScaleMap !== undefined ) {

2050
			// backwards compatibility
2051
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2052 2053 2054 2055 2056

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2057
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2058

W
WestLangley 已提交
2059
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2060

W
WestLangley 已提交
2061
			}
2062

2063
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2064 2065 2066

		}

M
Mr.doob 已提交
2067
	}
M
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2068

M
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2069
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2070 2071 2072 2073

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

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

M
Mr.doob 已提交
2076
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2077 2078 2079 2080 2081

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

M
Mr.doob 已提交
2082
	}
M
Mr.doob 已提交
2083

M
Mr.doob 已提交
2084
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2085

2086
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2087
		uniforms.opacity.value = material.opacity;
2088
		uniforms.size.value = material.size * _pixelRatio;
2089
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2090 2091 2092

		uniforms.map.value = material.map;

2093 2094
		if ( material.map !== null ) {

W
WestLangley 已提交
2095
			if ( material.map.matrixAutoUpdate === true ) {
2096

W
WestLangley 已提交
2097
				material.map.updateMatrix();
W
WestLangley 已提交
2098 2099

			}
2100

2101
			uniforms.uvTransform.value.copy( material.map.matrix );
2102 2103 2104

		}

M
Mr.doob 已提交
2105
	}
M
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2106

M
Mr.doob 已提交
2107
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2108 2109 2110

		uniforms.fogColor.value = fog.color;

2111
		if ( fog.isFog ) {
M
Mr.doob 已提交
2112 2113 2114 2115

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

2116
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2117 2118 2119 2120 2121

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2122
	}
M
Mr.doob 已提交
2123

M
Mr.doob 已提交
2124
	function refreshUniformsLambert( uniforms, material ) {
2125 2126 2127 2128 2129 2130 2131 2132 2133

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
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2134
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2135

2136
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2137
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2138

2139
		if ( material.emissiveMap ) {
2140

2141
			uniforms.emissiveMap.value = material.emissiveMap;
2142

2143
		}
M
Mr.doob 已提交
2144

2145 2146 2147 2148
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2149
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2150

2151
		}
M
Mr.doob 已提交
2152

2153 2154 2155 2156
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2157
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2158 2159

		}
M
Mr.doob 已提交
2160

2161 2162 2163 2164 2165
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2166

2167
		}
2168

T
Takahiro 已提交
2169 2170 2171 2172 2173 2174
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2175
		if ( material.gradientMap ) {
T
Takahiro 已提交
2176

T
Takahiro 已提交
2177
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2178 2179 2180

		}

2181 2182
	}

M
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2183
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209

		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;
2210
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
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2211 2212 2213 2214 2215 2216 2217

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2218
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2239
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2240

2241 2242 2243
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2244 2245 2246 2247
		refreshUniformsStandard( uniforms, material );

	}

W
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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
	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;

	}

2276 2277 2278 2279 2280 2281
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2282
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2283 2284 2285 2286 2287 2288 2289

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2290
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303

		}

		if ( material.displacementMap ) {

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

		}

	}

2304 2305
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2306
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2307

M
Mr.doob 已提交
2308
		uniforms.ambientLightColor.needsUpdate = value;
2309

B
Ben Houston 已提交
2310 2311 2312
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2313
		uniforms.rectAreaLights.needsUpdate = value;
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		uniforms.hemisphereLights.needsUpdate = value;
2315

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	}
2317

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2318 2319
	// Textures

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	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2336
	this.allocTextureUnit = allocTextureUnit;
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2337

2338
	// this.setTexture2D = setTexture2D;
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2339
	this.setTexture2D = ( function () {
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2341
		var warned = false;
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2342

2343
		// backwards compatibility: peel texture.texture
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		return function setTexture2D( texture, slot ) {
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			if ( texture && texture.isWebGLRenderTarget ) {
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2347

2348
				if ( ! warned ) {
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2350 2351
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
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2352

2353
				}
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2354

2355
				texture = texture.texture;
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2357
			}
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2359
			textures.setTexture2D( texture, slot );
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2360

2361
		};
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2362

2363
	}() );
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	this.setTexture = ( function () {
2366 2367 2368

		var warned = false;

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2369
		return function setTexture( texture, slot ) {
2370 2371 2372 2373 2374 2375 2376 2377

			if ( ! warned ) {

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

			}

2378
			textures.setTexture2D( texture, slot );
2379 2380 2381 2382 2383

		};

	}() );

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2384
	this.setTextureCube = ( function () {
2385 2386 2387

		var warned = false;

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2388
		return function setTextureCube( texture, slot ) {
2389 2390

			// backwards compatibility: peel texture.texture
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2391
			if ( texture && texture.isWebGLRenderTargetCube ) {
2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
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2406
			if ( ( texture && texture.isCubeTexture ) ||
2407
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2408 2409 2410 2411

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2412
				textures.setTextureCube( texture, slot );
2413 2414 2415 2416 2417

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2418
				textures.setTextureCubeDynamic( texture, slot );
2419 2420 2421 2422 2423 2424

			}

		};

	}() );
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2425

2426
	this.getRenderTarget = function () {
2427 2428 2429

		return _currentRenderTarget;

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2430
	};
2431

2432
	this.setRenderTarget = function ( renderTarget ) {
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Mr.doob 已提交
2433

2434 2435
		_currentRenderTarget = renderTarget;

2436
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
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2437

2438
			textures.setupRenderTarget( renderTarget );
M
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2439 2440 2441

		}

M
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2442
		var framebuffer = null;
M
Mr.doob 已提交
2443
		var isCube = false;
M
Mr.doob 已提交
2444 2445 2446

		if ( renderTarget ) {

M
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2447
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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Fordy 已提交
2448

M
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2449
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2450

M
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2451
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
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2452
				isCube = true;
M
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2453 2454 2455

			} else {

M
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2456
				framebuffer = __webglFramebuffer;
M
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2457 2458 2459

			}

M
Mr.doob 已提交
2460
			_currentViewport.copy( renderTarget.viewport );
2461 2462
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2463

M
Mr.doob 已提交
2464 2465
		} else {

M
Mr.doob 已提交
2466
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2467
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2468
			_currentScissorTest = _scissorTest;
2469

M
Mr.doob 已提交
2470 2471
		}

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

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

		}

M
Mr.doob 已提交
2479
		state.viewport( _currentViewport );
2480 2481
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2482

M
Mr.doob 已提交
2483 2484 2485
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2486
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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2487 2488 2489

		}

M
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2490 2491
	};

M
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2492
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2493

0
06wj 已提交
2494
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2495

2496
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2497
			return;
2498

G
gero3 已提交
2499
		}
2500

M
Mr.doob 已提交
2501
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2502

M
Mr.doob 已提交
2503
		if ( framebuffer ) {
2504

G
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2505
			var restore = false;
2506

M
Mr.doob 已提交
2507
			if ( framebuffer !== _currentFramebuffer ) {
2508

M
Mr.doob 已提交
2509
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2510

G
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2511
				restore = true;
2512

G
gero3 已提交
2513
			}
2514

M
Mr.doob 已提交
2515
			try {
2516

M
Mr.doob 已提交
2517
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2518 2519
				var textureFormat = texture.format;
				var textureType = texture.type;
2520

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

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

M
Mr.doob 已提交
2526
				}
2527

2528
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2529 2530
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2531

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

M
Mr.doob 已提交
2535
				}
2536

M
Mr.doob 已提交
2537
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2538

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

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

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

					}
2546

M
Mr.doob 已提交
2547
				} else {
M
Mr.doob 已提交
2548

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

				}
M
Mr.doob 已提交
2552

M
Mr.doob 已提交
2553
			} finally {
M
Mr.doob 已提交
2554

M
Mr.doob 已提交
2555 2556 2557
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2558

M
Mr.doob 已提交
2559 2560 2561
				}

			}
M
Mr.doob 已提交
2562 2563 2564

		}

M
Mr.doob 已提交
2565 2566
	};

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

		var width = texture.image.width;
		var height = texture.image.height;
2571
		var glFormat = utils.convert( texture.format );
2572 2573 2574

		this.setTexture2D( texture, 0 );

2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587
		_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 );

2588 2589 2590 2591 2592 2593 2594 2595 2596
		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

		}
2597 2598 2599

	};

M
Mr.doob 已提交
2600
}
R
Rich Harris 已提交
2601

T
Tristan VALCKE 已提交
2602

2603
export { WebGLRenderer };