WebGLRenderer.js 61.5 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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		properties.remove( material );
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	}
623 624


625
	function releaseMaterialProgramReference( material ) {
626

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

		material.program = undefined;

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

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

M
Mr.doob 已提交
635 636
		}

637
	}
M
Mr.doob 已提交
638 639 640

	// Buffer rendering

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

		object.render( function ( object ) {

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

		} );

	}

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

653
		state.initAttributes();
654

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

657 658 659 660
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
661

662
		var programAttributes = program.getAttributes();
663

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

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

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

		}

		if ( object.hasNormals ) {

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

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

		}

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

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

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

		}

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

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

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

		}

704
		state.disableUnusedAttributes();
705

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

		object.count = 0;

	};

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

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

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

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

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

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

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

		}

733
		if ( object.morphTargetInfluences ) {
734

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

			updateBuffers = true;

		}

741 742
		//

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

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

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

		}

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

757
		if ( index !== null ) {
758

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

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

764
		}
M
Mr.doob 已提交
765

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

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

770
			if ( index !== null ) {
771

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

			}

776
		}
777

778 779
		//

780
		var dataCount = Infinity;
781

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

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

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

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

M
Mr.doob 已提交
790
		}
791

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

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

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

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

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

M
Mr.doob 已提交
805
		//
806

807
		if ( object.isMesh ) {
808

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

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

814
			} else {
M
Mr.doob 已提交
815 816

				switch ( object.drawMode ) {
817

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

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

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

				}
831

832
			}
833

834

835
		} else if ( object.isLine ) {
836

837
			var lineWidth = material.linewidth;
838

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

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

843
			if ( object.isLineSegments ) {
844

845
				renderer.setMode( _gl.LINES );
846

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

				renderer.setMode( _gl.LINE_LOOP );

851
			} else {
852

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

			}
M
Mr.doob 已提交
856

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

			renderer.setMode( _gl.POINTS );
860

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

			renderer.setMode( _gl.TRIANGLES );

865
		}
866

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

			if ( geometry.maxInstancedCount > 0 ) {

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

J
jfranc 已提交
873
			}
874 875 876

		} else {

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

M
Mr.doob 已提交
879 880 881 882
		}

	};

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

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

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

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

M
Mr.doob 已提交
892 893 894
			}

		}
B
Ben Adams 已提交
895

896 897
		state.initAttributes();

898
		var geometryAttributes = geometry.attributes;
899

900
		var programAttributes = program.getAttributes();
901

902
		var materialDefaultAttributeValues = material.defaultAttributeValues;
903

904
		for ( var name in programAttributes ) {
905

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

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

910
				var geometryAttribute = geometryAttributes[ name ];
911

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

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

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

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

					if ( attribute === undefined ) continue;

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

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

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

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

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

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

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

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

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

M
Mr.doob 已提交
945
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
946

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

M
Mr.doob 已提交
949
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
950
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
951

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

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

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

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

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

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

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

							state.enableAttribute( programAttribute );

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

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

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

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

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

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

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

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

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

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

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

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

					}

				}

			}

		}
1007

1008
		state.disableUnusedAttributes();
1009

M
Mr.doob 已提交
1010 1011
	}

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

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

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

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

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

1023
				currentRenderState.pushLight( object );
1024 1025 1026

				if ( object.castShadow ) {

1027
					currentRenderState.pushShadow( object );
1028 1029

				}
M
Mr.doob 已提交
1030

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

		} );

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

		scene.traverse( function ( object ) {

			if ( object.material ) {

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

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

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

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

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

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

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

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

		} );
G
gero3 已提交
1058 1059

	};
1060

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

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

1065
	function onAnimationFrame( time ) {
1066

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

1070
	}
1071

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

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

1077
	this.setAnimationLoop = function ( callback ) {
1078

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

1082 1083
		animation.start();

1084 1085
	};

M
Mr.doob 已提交
1086 1087
	// Rendering

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

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

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

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

		}

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

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

		}
1105

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

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

		}

1113 1114
		if ( _isContextLost ) return;

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

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

		// update scene graph

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

		// update camera matrices and frustum

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

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

			camera = vr.getCamera( camera );

		}

1137 1138
		//

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

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

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

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

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

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

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

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

1159 1160
		}

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

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

1165
		var shadowsArray = currentRenderState.state.shadowsArray;
1166

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

1169
		currentRenderState.setupLights( camera );
1170

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

M
Mr.doob 已提交
1173 1174
		//

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

1177
		if ( renderTarget !== undefined ) {
1178

1179
			this.setRenderTarget( renderTarget );
1180 1181 1182

		}

M
Mr.doob 已提交
1183 1184
		//

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

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

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

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

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

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

M
Mr.doob 已提交
1199 1200
		} else {

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

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

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

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

1209
		}
M
Mr.doob 已提交
1210

1211
		//
M
Mr.doob 已提交
1212

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

		//

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

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

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

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

1225
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1226

M
Mr.doob 已提交
1227 1228
		}

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

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

1235
		state.setPolygonOffset( false );
1236

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

1239
			vr.submitFrame();
1240

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

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

1245
		currentRenderList = null;
1246
		currentRenderState = null;
1247

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

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

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

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

1256
		if ( visible ) {
1257

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

				groupOrder = object.renderOrder;

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

1264
				currentRenderState.pushLight( object );
1265 1266 1267

				if ( object.castShadow ) {

1268
					currentRenderState.pushShadow( object );
1269 1270

				}
M
Mr.doob 已提交
1271

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

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

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

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

					}

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

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

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

					}
M
Mr.doob 已提交
1291

1292
				}
M
Mr.doob 已提交
1293

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

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

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

1301
				}
M
Mr.doob 已提交
1302

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

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

1307
				if ( object.isSkinnedMesh ) {
1308

1309
					object.skeleton.update();
1310

1311
				}
1312

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

1315 1316 1317 1318 1319 1320
					if ( sortObjects ) {

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

					}
1321

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

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

1327
						var groups = geometry.groups;
1328

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

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

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

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

							}
M
Mr.doob 已提交
1339

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

1342
					} else if ( material.visible ) {
1343

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

1346
					}
M
Mr.doob 已提交
1347

1348
				}
M
Mr.doob 已提交
1349

1350
			}
M
Mr.doob 已提交
1351

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

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

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

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

1360
		}
1361

1362
	}
M
Mr.doob 已提交
1363

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

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

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

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

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

1377 1378
				_currentArrayCamera = camera;

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

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

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

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

1387
						state.viewport( _currentViewport.copy( camera2.viewport ) );
1388

1389 1390
						currentRenderState.setupLights( camera2 );

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

					}
M
Mr.doob 已提交
1394

M
Mr.doob 已提交
1395
				}
1396

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

1399 1400
				_currentArrayCamera = null;

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

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

1405
		}
M
Mr.doob 已提交
1406

1407
	}
G
gero3 已提交
1408

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

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

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

		if ( object.isImmediateRenderObject ) {

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

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

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

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

		} else {

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

		}

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

M
Mr.doob 已提交
1438 1439
	}

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

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

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

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

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

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

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

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

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

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

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

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

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

			programChange = false;

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

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

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

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

		}

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

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

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

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

1511
			} else {
B
Ben Adams 已提交
1512

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

1520
			}
G
gero3 已提交
1521

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

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

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

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

		}

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

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

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

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

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

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

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

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

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

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

		}

1580
		materialProperties.fog = fog;
1581

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

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

		}

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

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

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

1601
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1602
			uniforms.lightProbe.value = lights.state.probe;
1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614
			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;
1615
			// TODO (abelnation): add area lights shadow info to uniforms
1616

1617 1618
		}

T
tschw 已提交
1619 1620
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1621
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1622

T
tschw 已提交
1623
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1624

M
Mr.doob 已提交
1625
	}
M
Mr.doob 已提交
1626

1627
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1628

1629
		textures.resetTextureUnits();
M
Mr.doob 已提交
1630

1631
		var materialProperties = properties.get( material );
1632
		var lights = currentRenderState.state.lights;
1633

M
Mr.doob 已提交
1634 1635 1636
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1637 1638 1639 1640 1641
		if ( _clippingEnabled ) {

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

				var useCache =
1642 1643
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1644 1645 1646 1647

				// 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
1648
				_clipping.setState(
1649 1650
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1651 1652 1653 1654 1655

			}

		}

1656
		if ( material.needsUpdate === false ) {
1657

1658
			if ( materialProperties.program === undefined ) {
1659

1660
				material.needsUpdate = true;
1661

1662
			} else if ( material.fog && materialProperties.fog !== fog ) {
1663

M
Mr.doob 已提交
1664
				material.needsUpdate = true;
1665

M
Mr.doob 已提交
1666 1667 1668 1669 1670 1671 1672
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1673

1674
				material.needsUpdate = true;
1675

1676
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1677
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1678
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1679 1680 1681

				material.needsUpdate = true;

1682
			}
1683 1684 1685 1686

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1687

1688
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1689 1690 1691 1692
			material.needsUpdate = false;

		}

1693
		var refreshProgram = false;
M
Mr.doob 已提交
1694
		var refreshMaterial = false;
1695
		var refreshLights = false;
M
Mr.doob 已提交
1696

1697
		var program = materialProperties.program,
1698
			p_uniforms = program.getUniforms(),
1699
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1700

1701
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1702

1703
			refreshProgram = true;
M
Mr.doob 已提交
1704
			refreshMaterial = true;
1705
			refreshLights = true;
M
Mr.doob 已提交
1706 1707 1708 1709 1710 1711

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1712

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Mr.doob 已提交
1713 1714 1715 1716
			refreshMaterial = true;

		}

1717
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1718

M
Mr.doob 已提交
1719
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
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1720

G
gero3 已提交
1721
			if ( capabilities.logarithmicDepthBuffer ) {
1722

T
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1723
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1724
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1725 1726 1727

			}

1728
			if ( _currentCamera !== camera ) {
1729

1730
				_currentCamera = camera;
1731 1732 1733 1734 1735 1736

				// 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
1737
				refreshLights = true;		// remains set until update done
1738 1739

			}
M
Mr.doob 已提交
1740

1741 1742 1743
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1744
			if ( material.isShaderMaterial ||
1745 1746 1747
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1748

T
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1749 1750 1751
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1752

T
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1753
					uCamPos.setValue( _gl,
1754
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1755 1756 1757 1758 1759

				}

			}

1760
			if ( material.isMeshPhongMaterial ||
1761 1762 1763 1764
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1765
				material.skinning ) {
1766

T
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1767
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1768 1769 1770

			}

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1771 1772 1773 1774 1775 1776
		}

		// 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

1777
		if ( material.skinning ) {
M
Mr.doob 已提交
1778

T
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1779 1780
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1781

T
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1782
			var skeleton = object.skeleton;
1783

T
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1784
			if ( skeleton ) {
1785

1786 1787
				var bones = skeleton.bones;

1788
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1789

1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800
					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
1801
						size = _Math.ceilPowerOfTwo( size );
1802 1803 1804 1805 1806 1807
						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 );
1808
						boneTexture.needsUpdate = true;
1809 1810 1811 1812 1813 1814 1815

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

					}

1816
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
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Mr.doob 已提交
1817
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1818

T
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1819
				} else {
M
Mr.doob 已提交
1820

T
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1821
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1822 1823 1824 1825 1826 1827 1828 1829 1830

				}

			}

		}

		if ( refreshMaterial ) {

1831 1832 1833
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
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1834
			if ( material.lights ) {
M
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1835

1836
				// the current material requires lighting info
M
Mr.doob 已提交
1837

T
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1838 1839 1840 1841 1842 1843
				// 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
1844

T
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1845
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1846

T
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1847
			}
G
gero3 已提交
1848

T
tschw 已提交
1849
			// refresh uniforms common to several materials
G
gero3 已提交
1850

T
tschw 已提交
1851
			if ( fog && material.fog ) {
G
gero3 已提交
1852

T
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1853
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1854 1855 1856

			}

1857
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1858 1859 1860

				refreshUniformsCommon( m_uniforms, material );

1861
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1862

1863 1864
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1865

1866
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1867

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

1870
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1871

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

1874
				} else {
1875

1876
					refreshUniformsPhong( m_uniforms, material );
1877

1878
				}
T
Takahiro 已提交
1879

1880
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1881

1882
				refreshUniformsCommon( m_uniforms, material );
1883

1884
				if ( material.isMeshPhysicalMaterial ) {
1885

1886
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1887

1888
				} else {
W
WestLangley 已提交
1889

1890
					refreshUniformsStandard( m_uniforms, material );
W
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1891

1892
				}
W
WestLangley 已提交
1893

W
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1894 1895 1896 1897 1898 1899
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1900
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1901

1902
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1903
				refreshUniformsDepth( m_uniforms, material );
1904

W
WestLangley 已提交
1905
			} else if ( material.isMeshDistanceMaterial ) {
1906

1907
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1908
				refreshUniformsDistance( m_uniforms, material );
1909

1910
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1911

1912
				refreshUniformsCommon( m_uniforms, material );
1913
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1914

1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1929 1930 1931 1932
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1933 1934
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1935
				m_uniforms.color.value.copy( material.color );
1936 1937
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1938 1939
			}

M
Mr.doob 已提交
1940 1941 1942
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1943 1944
			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
1945

1946
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
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1947 1948 1949

		}

1950 1951
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1952
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1953 1954 1955
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1956

1957 1958 1959 1960 1961 1962
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1963
		// common matrices
M
Mr.doob 已提交
1964

M
Mr.doob 已提交
1965 1966
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1967
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1968

T
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1969
		return program;
A
arose 已提交
1970 1971 1972

	}

M
Mr.doob 已提交
1973 1974
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1975
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1976 1977 1978

		uniforms.opacity.value = material.opacity;

1979 1980
		if ( material.color ) {

T
Takahiro 已提交
1981
			uniforms.diffuse.value.copy( material.color );
1982 1983

		}
M
Mr.doob 已提交
1984

1985
		if ( material.emissive ) {
M
Mr.doob 已提交
1986

1987
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1988 1989 1990

		}

1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2017
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2018 2019 2020 2021

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

2022
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2023

2024
		}
M
Mr.doob 已提交
2025

2026 2027 2028 2029 2030 2031 2032
		if ( material.lightMap ) {

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

		}

2033
		if ( material.aoMap ) {
2034

2035 2036
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2037 2038 2039

		}

M
Mr.doob 已提交
2040
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2041 2042 2043 2044 2045
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2046
		// 6. emissive map
M
Mr.doob 已提交
2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2058 2059 2060 2061
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2062 2063 2064 2065 2066 2067 2068 2069
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2070 2071 2072 2073 2074 2075 2076 2077
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2078 2079 2080 2081
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2082 2083 2084 2085
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2086 2087 2088 2089
		}

		if ( uvScaleMap !== undefined ) {

2090
			// backwards compatibility
2091
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2092 2093 2094 2095 2096

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2097
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2098

W
WestLangley 已提交
2099
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2100

W
WestLangley 已提交
2101
			}
2102

2103
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2104 2105 2106

		}

M
Mr.doob 已提交
2107
	}
M
Mr.doob 已提交
2108

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

T
Takahiro 已提交
2111
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2112 2113
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2114
	}
M
Mr.doob 已提交
2115

M
Mr.doob 已提交
2116
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2117 2118 2119 2120 2121

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

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

M
Mr.doob 已提交
2124
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2125

T
Takahiro 已提交
2126
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2127
		uniforms.opacity.value = material.opacity;
2128
		uniforms.size.value = material.size * _pixelRatio;
2129
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2130 2131 2132

		uniforms.map.value = material.map;

2133 2134
		if ( material.map !== null ) {

W
WestLangley 已提交
2135
			if ( material.map.matrixAutoUpdate === true ) {
2136

W
WestLangley 已提交
2137
				material.map.updateMatrix();
W
WestLangley 已提交
2138 2139

			}
2140

2141
			uniforms.uvTransform.value.copy( material.map.matrix );
2142 2143 2144

		}

2145 2146 2147 2148
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2149
		uniforms.diffuse.value.copy( material.color );
2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;
		uniforms.map.value = material.map;

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2166
	}
M
Mr.doob 已提交
2167

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

T
Takahiro 已提交
2170
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2171

2172
		if ( fog.isFog ) {
M
Mr.doob 已提交
2173 2174 2175 2176

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

2177
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2178 2179 2180 2181 2182

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2183
	}
M
Mr.doob 已提交
2184

M
Mr.doob 已提交
2185
	function refreshUniformsLambert( uniforms, material ) {
2186 2187 2188 2189 2190 2191 2192 2193 2194

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2195
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2196

T
Takahiro 已提交
2197
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2198
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2199

2200
		if ( material.emissiveMap ) {
2201

2202
			uniforms.emissiveMap.value = material.emissiveMap;
2203

2204
		}
M
Mr.doob 已提交
2205

2206 2207 2208 2209
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2210
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2211

2212
		}
M
Mr.doob 已提交
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();
2219 2220

		}
M
Mr.doob 已提交
2221

2222 2223 2224 2225 2226
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2227

2228
		}
2229

T
Takahiro 已提交
2230 2231 2232 2233 2234 2235
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2236
		if ( material.gradientMap ) {
T
Takahiro 已提交
2237

T
Takahiro 已提交
2238
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2239 2240 2241

		}

2242 2243
	}

M
Mr.doob 已提交
2244
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270

		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;
2271
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2272 2273 2274 2275 2276 2277 2278

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2279
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

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Mr.doob 已提交
2300
	function refreshUniformsPhysical( uniforms, material ) {
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2301

2302 2303 2304 2305
		refreshUniformsStandard( uniforms, material );

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

2306 2307 2308
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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2309 2310
	}

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2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372
	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;

	}

2373 2374 2375 2376 2377 2378
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2379
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2380 2381 2382 2383 2384 2385 2386

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2387
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400

		}

		if ( material.displacementMap ) {

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

		}

	}

2401 2402
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2403
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2404

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Mr.doob 已提交
2405
		uniforms.ambientLightColor.needsUpdate = value;
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2406
		uniforms.lightProbe.needsUpdate = value;
2407

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2408 2409 2410
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2411
		uniforms.rectAreaLights.needsUpdate = value;
B
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2412
		uniforms.hemisphereLights.needsUpdate = value;
2413

M
Mr.doob 已提交
2414
	}
2415

2416 2417 2418
	//
	this.setFramebuffer = function ( value ) {

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Mr.doob 已提交
2419
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2420

2421 2422 2423 2424
		_framebuffer = value;

	};

2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

	this.getActiveMipMapLevel = function () {

		return _currentActiveMipmapLevel;

	};

2437
	this.getRenderTarget = function () {
2438 2439 2440

		return _currentRenderTarget;

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Michael Herzog 已提交
2441
	};
2442

2443
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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Mr.doob 已提交
2444

2445
		_currentRenderTarget = renderTarget;
2446 2447
		_currentActiveCubeFace = activeCubeFace;
		_currentActiveMipmapLevel = activeMipMapLevel;
2448

2449
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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Mr.doob 已提交
2450

2451
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2452 2453 2454

		}

2455
		var framebuffer = _framebuffer;
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Mr.doob 已提交
2456
		var isCube = false;
M
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2457 2458 2459

		if ( renderTarget ) {

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2460
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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Fordy 已提交
2461

M
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2462
			if ( renderTarget.isWebGLRenderTargetCube ) {
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Mr.doob 已提交
2463

2464
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
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2465
				isCube = true;
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Mr.doob 已提交
2466

2467 2468 2469 2470
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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Mr.doob 已提交
2471 2472
			} else {

M
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2473
				framebuffer = __webglFramebuffer;
M
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2474 2475 2476

			}

M
Mr.doob 已提交
2477
			_currentViewport.copy( renderTarget.viewport );
2478 2479
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2480

M
Mr.doob 已提交
2481 2482
		} else {

M
Mr.doob 已提交
2483
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2484
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2485
			_currentScissorTest = _scissorTest;
2486

M
Mr.doob 已提交
2487 2488
		}

M
Mr.doob 已提交
2489
		if ( _currentFramebuffer !== framebuffer ) {
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2490 2491 2492 2493 2494 2495

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

		}

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2496
		state.viewport( _currentViewport );
2497 2498
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2499

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Mr.doob 已提交
2500 2501 2502
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2503
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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Mr.doob 已提交
2504 2505 2506

		}

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Mr.doob 已提交
2507 2508
	};

2509
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2510

0
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2511
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2512

2513
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2514
			return;
2515

G
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2516
		}
2517

M
Mr.doob 已提交
2518
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2519

2520
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2521 2522 2523 2524 2525

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

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Mr.doob 已提交
2526
		if ( framebuffer ) {
2527

G
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2528
			var restore = false;
2529

M
Mr.doob 已提交
2530
			if ( framebuffer !== _currentFramebuffer ) {
2531

M
Mr.doob 已提交
2532
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2533

G
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2534
				restore = true;
2535

G
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2536
			}
2537

M
Mr.doob 已提交
2538
			try {
2539

M
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2540
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2541 2542
				var textureFormat = texture.format;
				var textureType = texture.type;
2543

2544
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2545

M
Mr.doob 已提交
2546 2547
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2548

M
Mr.doob 已提交
2549
				}
2550

2551
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
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2552 2553
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2554

M
Mr.doob 已提交
2555 2556
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2557

M
Mr.doob 已提交
2558
				}
2559

M
Mr.doob 已提交
2560
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2561

2562 2563
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2564
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2565

2566
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2567 2568

					}
2569

M
Mr.doob 已提交
2570
				} else {
M
Mr.doob 已提交
2571

M
Mr.doob 已提交
2572 2573 2574
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2575

M
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2576
			} finally {
M
Mr.doob 已提交
2577

M
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2578 2579 2580
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
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2581

M
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2582 2583 2584
				}

			}
M
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2585 2586 2587

		}

M
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2588 2589
	};

2590
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2591 2592 2593

		var width = texture.image.width;
		var height = texture.image.height;
2594
		var glFormat = utils.convert( texture.format );
2595

2596
		textures.setTexture2D( texture, 0 );
2597

2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608
		_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 );

2609
		textures.setTexture2D( dstTexture, 0 );
2610

2611 2612 2613 2614 2615 2616 2617 2618 2619
		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 );

		}
2620 2621 2622

	};

2623 2624 2625 2626 2627
	/*
	if ( typeof __THREE_DEVTOOLS__ !== undefined ) {
		__THREE_DEVTOOLS__.dispatchEvent( { type: 'renderer', value: this } );
	}
	*/
R
Rich Harris 已提交
2628

M
Mr.doob 已提交
2629
}
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Tristan VALCKE 已提交
2630

2631
export { WebGLRenderer };