WebGLRenderer.js 59.2 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
	NoColors,
	LinearToneMapping
} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
import { UniformsUtils } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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/**
 * @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',
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		_webglVersion = parameters.webglVersion !== undefined ? parameters.webglVersion : 'webgl';
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
		_currentGeometryProgram = '',
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3();
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
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		var webglVersion = ( _webglVersion === 'webgl2' || _webglVersion === 'auto' ) ? 'webgl2' : 'webgl';
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		_gl = _context || _canvas.getContext( webglVersion, contextAttributes );

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		if ( _gl === null && _webglVersion === 'auto' ) _gl = _canvas.getContext( 'webgl', contextAttributes );

		if ( _gl === null && ( webglVersion === 'webgl' || _webglVersion === 'auto' ) ) _gl = _canvas.getContext( 'experimental-webgl', contextAttributes );
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		if ( _gl === null ) {

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			if ( _canvas.getContext( webglVersion ) !== 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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		_gl.isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext;

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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	var extensions, capabilities, state, info;
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	var properties, textures, attributes, geometries, objects;
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	var programCache, renderLists, renderStates;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var spriteRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
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		extensions.get( 'OES_element_index_uint' );
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		extensions.get( 'ANGLE_instanced_arrays' );
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		utils = new WebGLUtils( _gl, extensions );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );
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		state = new WebGLState( _gl, extensions, utils );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
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		spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = new WebVRManager( _this );
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		var device = vr.getDevice();

		if ( device && device.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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Mr.doob 已提交
599

600
		var programAttributes = program.getAttributes();
601

M
Mr.doob 已提交
602 603
		if ( object.hasPositions ) {

604
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
605
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
606

607 608
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
609 610 611 612 613

		}

		if ( object.hasNormals ) {

614
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
615

616
			if ( ! material.isMeshPhongMaterial &&
617
				! material.isMeshStandardMaterial &&
618
				! material.isMeshNormalMaterial &&
619
				material.flatShading === true ) {
M
Mr.doob 已提交
620

621
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
622

623
					var array = object.normalArray;
M
Mr.doob 已提交
624

625 626 627
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
628

629 630 631
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
632

633 634 635
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
636

637 638 639
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
640 641 642 643 644 645

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
646

647
			state.enableAttribute( programAttributes.normal );
648

649
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
650 651 652 653 654

		}

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

655
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
656
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
657

658
			state.enableAttribute( programAttributes.uv );
659

660
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
661 662 663

		}

R
Rich Harris 已提交
664
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
665

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

669
			state.enableAttribute( programAttributes.color );
670

671
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
672 673 674

		}

675
		state.disableUnusedAttributes();
676

M
Mr.doob 已提交
677 678 679 680 681 682
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

683
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
684

685 686 687
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
688

M
Mr.doob 已提交
689
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
690
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
691

M
Mr.doob 已提交
692
		var updateBuffers = false;
M
Mr.doob 已提交
693 694 695 696 697 698 699 700

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

701
		if ( object.morphTargetInfluences ) {
702

703
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
704 705 706 707 708

			updateBuffers = true;

		}

709 710
		//

711
		var index = geometry.index;
712
		var position = geometry.attributes.position;
713
		var rangeFactor = 1;
714

715 716
		if ( material.wireframe === true ) {

717
			index = geometries.getWireframeAttribute( geometry );
718
			rangeFactor = 2;
719 720 721

		}

M
Mr.doob 已提交
722
		var attribute;
M
Mr.doob 已提交
723
		var renderer = bufferRenderer;
724

725
		if ( index !== null ) {
726

M
Mr.doob 已提交
727
			attribute = attributes.get( index );
728

729
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
730
			renderer.setIndex( attribute );
731

732
		}
M
Mr.doob 已提交
733

734
		if ( updateBuffers ) {
M
Mr.doob 已提交
735

736
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
737

738
			if ( index !== null ) {
739

M
Mr.doob 已提交
740
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
741 742 743

			}

744
		}
745

746 747
		//

748
		var dataCount = Infinity;
749

M
Mr.doob 已提交
750
		if ( index !== null ) {
751

M
Mr.doob 已提交
752
			dataCount = index.count;
753

M
Mr.doob 已提交
754
		} else if ( position !== undefined ) {
755

M
Mr.doob 已提交
756
			dataCount = position.count;
757

M
Mr.doob 已提交
758
		}
759

M
Mr.doob 已提交
760 761
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
762

M
Mr.doob 已提交
763 764
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
765

M
Mr.doob 已提交
766
		var drawStart = Math.max( rangeStart, groupStart );
767
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
768 769 770

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

771 772
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
773
		//
774

775
		if ( object.isMesh ) {
776

777
			if ( material.wireframe === true ) {
778

779
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
780
				renderer.setMode( _gl.LINES );
781

782
			} else {
M
Mr.doob 已提交
783 784

				switch ( object.drawMode ) {
785

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

R
Rich Harris 已提交
790
					case TriangleStripDrawMode:
B
Ben Adams 已提交
791 792 793
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
794
					case TriangleFanDrawMode:
B
Ben Adams 已提交
795 796 797 798
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
799

800
			}
801

802

803
		} else if ( object.isLine ) {
804

805
			var lineWidth = material.linewidth;
806

807
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
808

809
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
810

811
			if ( object.isLineSegments ) {
812

813
				renderer.setMode( _gl.LINES );
814

815 816 817 818
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

819
			} else {
820

821
				renderer.setMode( _gl.LINE_STRIP );
822 823

			}
M
Mr.doob 已提交
824

825
		} else if ( object.isPoints ) {
826 827

			renderer.setMode( _gl.POINTS );
828 829

		}
830

T
Takahiro 已提交
831
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
832 833 834

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
835
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
836

J
jfranc 已提交
837
			}
838 839 840

		} else {

M
Mr.doob 已提交
841
			renderer.render( drawStart, drawCount );
842

M
Mr.doob 已提交
843 844 845 846
		}

	};

847
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
848

T
Takahiro 已提交
849
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
850

851
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
852

853
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
854
				return;
B
Ben Adams 已提交
855

M
Mr.doob 已提交
856 857 858
			}

		}
B
Ben Adams 已提交
859

860 861
		state.initAttributes();

862
		var geometryAttributes = geometry.attributes;
863

864
		var programAttributes = program.getAttributes();
865

866
		var materialDefaultAttributeValues = material.defaultAttributeValues;
867

868
		for ( var name in programAttributes ) {
869

870
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
871

M
Mr.doob 已提交
872
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
873

874
				var geometryAttribute = geometryAttributes[ name ];
875

M
Mr.doob 已提交
876
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
877

878
					var normalized = geometryAttribute.normalized;
879
					var size = geometryAttribute.itemSize;
880

M
Mr.doob 已提交
881
					var attribute = attributes.get( geometryAttribute );
882

883 884 885 886
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
887 888 889
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
890

A
aardgoose 已提交
891
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
892

M
Mr.doob 已提交
893 894 895 896
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
897
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
898

899
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
							if ( geometry.maxInstancedCount === undefined ) {
902

D
dubejf 已提交
903
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
904

M
Mr.doob 已提交
905
							}
B
Ben Adams 已提交
906

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

M
Mr.doob 已提交
909
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
910

M
Mr.doob 已提交
911
						}
B
Ben Adams 已提交
912

M
Mr.doob 已提交
913
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
914
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
915

M
Mr.doob 已提交
916
					} else {
B
Ben Adams 已提交
917

A
aardgoose 已提交
918
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
919

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

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

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

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

M
Mr.doob 已提交
928 929 930 931
						} else {

							state.enableAttribute( programAttribute );

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

M
Mr.doob 已提交
934
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
935
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
936

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

939 940
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
941
					var value = materialDefaultAttributeValues[ name ];
942

943
					if ( value !== undefined ) {
M
Mr.doob 已提交
944

945
						switch ( value.length ) {
M
Mr.doob 已提交
946

947 948 949
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
950

951 952 953
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
954

955 956 957
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
958

959 960
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
961 962

						}
M
Mr.doob 已提交
963 964 965 966 967 968 969 970

					}

				}

			}

		}
971

972
		state.disableUnusedAttributes();
973

M
Mr.doob 已提交
974 975
	}

M
Mr.doob 已提交
976
	// Compile
M
Mr.doob 已提交
977

M
Mr.doob 已提交
978
	this.compile = function ( scene, camera ) {
979

M
Mr.doob 已提交
980
		currentRenderState = renderStates.get( scene, camera );
981
		currentRenderState.init();
982

M
Mr.doob 已提交
983
		scene.traverse( function ( object ) {
G
gero3 已提交
984 985

			if ( object.isLight ) {
M
Mr.doob 已提交
986

987
				currentRenderState.pushLight( object );
988 989 990

				if ( object.castShadow ) {

991
					currentRenderState.pushShadow( object );
992 993

				}
M
Mr.doob 已提交
994

G
gero3 已提交
995
			}
M
Mr.doob 已提交
996 997 998

		} );

999
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1000 1001 1002 1003 1004

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1005
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1006

G
gero3 已提交
1007
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1008 1009 1010

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

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

G
gero3 已提交
1013
				} else {
M
Mr.doob 已提交
1014 1015 1016

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

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

G
gero3 已提交
1019
			}
M
Mr.doob 已提交
1020 1021

		} );
G
gero3 已提交
1022 1023

	};
1024

1025
	// Animation Loop
M
Mr.doob 已提交
1026

1027 1028
	var isAnimating = false;
	var onAnimationFrame = null;
1029

B
Brunner 已提交
1030
	function startAnimation() {
1031

1032
		if ( isAnimating ) return;
1033

B
Brunner 已提交
1034
		requestAnimationLoopFrame();
M
Mugen87 已提交
1035

1036
		isAnimating = true;
1037

1038
	}
1039

B
Brunner 已提交
1040
	function stopAnimation() {
1041

1042
		isAnimating = false;
1043

1044
	}
1045

B
Brunner 已提交
1046
	function requestAnimationLoopFrame() {
1047 1048

		var device = vr.getDevice();
M
Mugen87 已提交
1049

1050
		if ( device && device.isPresenting ) {
1051

B
Brunner 已提交
1052
			device.requestAnimationFrame( animationLoop );
1053 1054 1055

		} else {

B
Brunner 已提交
1056
			window.requestAnimationFrame( animationLoop );
1057 1058

		}
1059

1060 1061
	}

B
Brunner 已提交
1062
	function animationLoop( time ) {
1063

B
Brunner 已提交
1064
		if ( isAnimating === false ) return;
1065

B
brunnerh 已提交
1066
		onAnimationFrame( time );
1067

B
Brunner 已提交
1068
		requestAnimationLoopFrame();
1069

1070 1071 1072
	}

	this.animate = function ( callback ) {
1073

1074
		onAnimationFrame = callback;
B
Brunner 已提交
1075
		onAnimationFrame !== null ? startAnimation() : stopAnimation();
1076 1077 1078

	};

M
Mr.doob 已提交
1079 1080 1081
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1082

0
06wj 已提交
1083
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1084

1085
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1086 1087 1088 1089
			return;

		}

1090 1091
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1092 1093
		// reset caching for this frame

1094
		_currentGeometryProgram = '';
1095
		_currentMaterialId = - 1;
1096
		_currentCamera = null;
M
Mr.doob 已提交
1097 1098 1099

		// update scene graph

1100
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1101 1102 1103

		// update camera matrices and frustum

1104
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1105

1106 1107 1108 1109 1110 1111
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1112 1113
		//

1114 1115
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1116

1117 1118
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1119 1120 1121
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1122
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1123
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1124

1125 1126 1127
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1128
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1129

M
Mr.doob 已提交
1130
		if ( _this.sortObjects === true ) {
1131

1132
			currentRenderList.sort();
M
Mr.doob 已提交
1133

1134 1135
		}

M
Mr.doob 已提交
1136
		//
M
Mr.doob 已提交
1137

T
tschw 已提交
1138
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1139

1140
		var shadowsArray = currentRenderState.state.shadowsArray;
1141

1142
		shadowMap.render( shadowsArray, scene, camera );
1143

1144
		currentRenderState.setupLights( camera );
1145

T
tschw 已提交
1146
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1147

M
Mr.doob 已提交
1148 1149
		//

A
Atrahasis 已提交
1150
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1151

1152 1153 1154 1155 1156 1157
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1158 1159
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1160 1161
		//

1162
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1163

1164
		// render scene
M
Mr.doob 已提交
1165

1166 1167 1168
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
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1169 1170
		if ( scene.overrideMaterial ) {

1171
			var overrideMaterial = scene.overrideMaterial;
M
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1172

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

M
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1176 1177 1178 1179
		} else {

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

M
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1180
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
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1181 1182 1183

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

M
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1184
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
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1185 1186 1187

		}

1188
		// custom renderers
M
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1189

1190
		var spritesArray = currentRenderState.state.spritesArray;
1191

1192
		spriteRenderer.render( spritesArray, scene, camera );
M
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1193 1194 1195

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

M
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1196 1197
		if ( renderTarget ) {

1198
			textures.updateRenderTargetMipmap( renderTarget );
M
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1199 1200 1201

		}

1202
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1203

1204 1205 1206
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1207

1208
		state.setPolygonOffset( false );
1209

1210
		scene.onAfterRender( _this, scene, camera );
1211

M
Mr.doob 已提交
1212
		if ( vr.enabled ) {
1213

M
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1214
			vr.submitFrame();
1215

M
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1216
		}
M
Mr.doob 已提交
1217

M
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1218 1219
		// _gl.finish();

1220
		currentRenderList = null;
1221
		currentRenderState = null;
1222

M
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1223
	};
M
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1224

1225
	/*
M
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1226 1227
	// TODO Duplicated code (Frustum)

1228 1229
	var _sphere = new Sphere();

T
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1230 1231 1232 1233 1234 1235 1236
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1237
		_sphere.copy( geometry.boundingSphere ).
1238
		applyMatrix4( object.matrixWorld );
M
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1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1255 1256

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1257 1258 1259 1260

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1273
		} while ( ++ i !== numPlanes );
T
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1274 1275 1276 1277

		return true;

	}
1278
	*/
T
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1279

M
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1280
	function projectObject( object, camera, sortObjects ) {
M
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1281

1282
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1283

1284
		var visible = object.layers.test( camera.layers );
M
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1285

1286
		if ( visible ) {
1287

1288
			if ( object.isLight ) {
M
Mr.doob 已提交
1289

1290
				currentRenderState.pushLight( object );
1291 1292 1293

				if ( object.castShadow ) {

1294
					currentRenderState.pushShadow( object );
1295 1296

				}
M
Mr.doob 已提交
1297

1298
			} else if ( object.isSprite ) {
M
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1299

1300
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1301

1302
					currentRenderState.pushSprite( object );
M
Mr.doob 已提交
1303

1304
				}
M
Mr.doob 已提交
1305

1306
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1307

1308
				if ( sortObjects ) {
M
Mr.doob 已提交
1309

1310 1311
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1312

1313
				}
M
Mr.doob 已提交
1314

1315
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1316

1317
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1318

1319
				if ( object.isSkinnedMesh ) {
1320

1321
					object.skeleton.update();
1322

1323
				}
1324

1325
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1326

1327 1328 1329 1330 1331 1332
					if ( sortObjects ) {

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

					}
1333

1334 1335
					var geometry = objects.update( object );
					var material = object.material;
1336

1337
					if ( Array.isArray( material ) ) {
1338

1339
						var groups = geometry.groups;
1340

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

1343 1344
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1345

1346
							if ( groupMaterial && groupMaterial.visible ) {
1347

1348 1349 1350
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1351

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

1354
					} else if ( material.visible ) {
1355

1356
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1357

1358
					}
M
Mr.doob 已提交
1359

1360
				}
M
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1361

1362
			}
M
Mr.doob 已提交
1363

M
Mr.doob 已提交
1364
		}
M
Mr.doob 已提交
1365

M
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1366
		var children = object.children;
M
Mr.doob 已提交
1367

M
Mr.doob 已提交
1368 1369
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
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1370
			projectObject( children[ i ], camera, sortObjects );
M
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1371

1372
		}
1373

1374
	}
M
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1375

1376
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1377

M
Mr.doob 已提交
1378
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1379

1380
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1381

1382
			var object = renderItem.object;
M
Mr.doob 已提交
1383 1384 1385
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1386

M
Mr.doob 已提交
1387
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1388

1389 1390
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1391
				var cameras = camera.cameras;
M
Mr.doob 已提交
1392

M
Mr.doob 已提交
1393
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1394

M
Mr.doob 已提交
1395
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1396

1397
					if ( object.layers.test( camera2.layers ) ) {
1398

1399
						var bounds = camera2.bounds;
1400

1401 1402 1403 1404
						var x = bounds.x * _width;
						var y = bounds.y * _height;
						var width = bounds.z * _width;
						var height = bounds.w * _height;
M
Mr.doob 已提交
1405

1406
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1407 1408 1409 1410

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

					}
M
Mr.doob 已提交
1411

M
Mr.doob 已提交
1412
				}
1413

M
Mr.doob 已提交
1414
			} else {
M
Mr.doob 已提交
1415

1416 1417
				_currentArrayCamera = null;

M
Mr.doob 已提交
1418
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1419

M
Mr.doob 已提交
1420
			}
M
Mr.doob 已提交
1421

1422
		}
M
Mr.doob 已提交
1423

1424
	}
G
gero3 已提交
1425

M
Mr.doob 已提交
1426 1427
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1428
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1429
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1430

M
Mr.doob 已提交
1431 1432 1433 1434 1435
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1436 1437 1438
			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

			state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
1439 1440 1441 1442 1443 1444 1445 1446 1447

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

M
Mugen87 已提交
1448
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1449 1450 1451

		}

M
Mr.doob 已提交
1452
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1453
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1454

M
Mr.doob 已提交
1455 1456
	}

1457
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1458

1459
		var materialProperties = properties.get( material );
G
gero3 已提交
1460

1461 1462
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1463

T
tschw 已提交
1464
		var parameters = programCache.getParameters(
1465
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1466

G
gero3 已提交
1467
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1468

1469
		var program = materialProperties.program;
T
tschw 已提交
1470
		var programChange = true;
1471

1472
		if ( program === undefined ) {
B
Ben Adams 已提交
1473

M
Mr.doob 已提交
1474 1475
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1476

1477
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1478

M
Mr.doob 已提交
1479
			// changed glsl or parameters
1480
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1481

1482 1483 1484 1485 1486
		} else if ( materialProperties.lightsHash !== lights.state.hash ) {

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

G
gero3 已提交
1487
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1488

T
tschw 已提交
1489
			// same glsl and uniform list
T
tschw 已提交
1490 1491
			return;

T
tschw 已提交
1492
		} else {
B
Ben Adams 已提交
1493

T
tschw 已提交
1494 1495
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1496 1497 1498

		}

1499
		if ( programChange ) {
B
Ben Adams 已提交
1500

1501
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1502

R
Rich Harris 已提交
1503
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1504

1505
				materialProperties.shader = {
1506
					name: material.type,
1507
					uniforms: UniformsUtils.clone( shader.uniforms ),
1508
					vertexShader: shader.vertexShader,
1509
					fragmentShader: shader.fragmentShader
1510
				};
B
Ben Adams 已提交
1511

1512
			} else {
B
Ben Adams 已提交
1513

1514
				materialProperties.shader = {
1515 1516 1517
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1518
					fragmentShader: material.fragmentShader
1519
				};
G
gero3 已提交
1520

1521
			}
G
gero3 已提交
1522

1523
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1524

1525
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1526

1527 1528
			materialProperties.program = program;
			material.program = program;
1529 1530 1531

		}

1532
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1533 1534 1535 1536 1537

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1538
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1539

1540
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1554
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1555

1556
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1557 1558 1559 1560 1561 1562 1563 1564 1565

					material.numSupportedMorphNormals ++;

				}

			}

		}

1566
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1567

1568
		if ( ! material.isShaderMaterial &&
1569 1570
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1571

T
tschw 已提交
1572
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1573
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1574
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1575 1576 1577

		}

1578
		materialProperties.fog = fog;
1579

1580
		// store the light setup it was created for
1581

1582
		materialProperties.lightsHash = lights.state.hash;
1583

M
Mr.doob 已提交
1584
		if ( material.lights ) {
1585 1586 1587

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

1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1601
			// TODO (abelnation): add area lights shadow info to uniforms
1602

1603 1604
		}

T
tschw 已提交
1605 1606
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1607
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1608

T
tschw 已提交
1609
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1610

M
Mr.doob 已提交
1611
	}
M
Mr.doob 已提交
1612

1613
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1614 1615 1616

		_usedTextureUnits = 0;

1617
		var materialProperties = properties.get( material );
1618
		var lights = currentRenderState.state.lights;
1619

T
tschw 已提交
1620 1621 1622 1623 1624
		if ( _clippingEnabled ) {

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

				var useCache =
1625 1626
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1627 1628 1629 1630

				// 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
1631
				_clipping.setState(
1632 1633
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1634 1635 1636 1637 1638

			}

		}

1639
		if ( material.needsUpdate === false ) {
1640

1641
			if ( materialProperties.program === undefined ) {
1642

1643
				material.needsUpdate = true;
1644

1645
			} else if ( material.fog && materialProperties.fog !== fog ) {
1646

M
Mr.doob 已提交
1647
				material.needsUpdate = true;
1648

1649
			} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
1650

1651
				material.needsUpdate = true;
1652

1653
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1654
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1655
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1656 1657 1658

				material.needsUpdate = true;

1659
			}
1660 1661 1662 1663

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1664

1665
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1666 1667 1668 1669
			material.needsUpdate = false;

		}

1670
		var refreshProgram = false;
M
Mr.doob 已提交
1671
		var refreshMaterial = false;
1672
		var refreshLights = false;
M
Mr.doob 已提交
1673

1674
		var program = materialProperties.program,
1675
			p_uniforms = program.getUniforms(),
1676
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1677

1678
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1679

1680
			refreshProgram = true;
M
Mr.doob 已提交
1681
			refreshMaterial = true;
1682
			refreshLights = true;
M
Mr.doob 已提交
1683 1684 1685 1686 1687 1688

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1689

M
Mr.doob 已提交
1690 1691 1692 1693
			refreshMaterial = true;

		}

1694
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
1695

M
Mr.doob 已提交
1696
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1697

G
gero3 已提交
1698
			if ( capabilities.logarithmicDepthBuffer ) {
1699

T
tschw 已提交
1700
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1701
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1702 1703 1704

			}

1705
			// Avoid unneeded uniform updates per ArrayCamera's sub-camera
1706

1707
			if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
1708

1709
				_currentCamera = ( _currentArrayCamera || camera );
1710 1711 1712 1713 1714 1715

				// 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
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1716
				refreshLights = true;		// remains set until update done
1717 1718

			}
M
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1719

1720 1721 1722
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1723
			if ( material.isShaderMaterial ||
1724 1725 1726
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1727

T
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1728 1729 1730
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1731

T
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1732
					uCamPos.setValue( _gl,
1733
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1734 1735 1736 1737 1738

				}

			}

1739
			if ( material.isMeshPhongMaterial ||
1740 1741 1742 1743
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1744
				material.skinning ) {
1745

T
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1746
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1747 1748 1749

			}

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1750 1751 1752 1753 1754 1755
		}

		// 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

1756
		if ( material.skinning ) {
M
Mr.doob 已提交
1757

T
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1758 1759
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1760

T
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1761
			var skeleton = object.skeleton;
1762

T
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1763
			if ( skeleton ) {
1764

1765 1766
				var bones = skeleton.bones;

1767
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1768

1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779
					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
1780
						size = _Math.ceilPowerOfTwo( size );
1781 1782 1783 1784 1785 1786
						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 );
1787
						boneTexture.needsUpdate = true;
1788 1789 1790 1791 1792 1793 1794

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

					}

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1795 1796
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1797

T
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1798
				} else {
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1799

T
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1800
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
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1801 1802 1803 1804 1805 1806 1807 1808 1809

				}

			}

		}

		if ( refreshMaterial ) {

1810 1811 1812
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1813
			if ( material.lights ) {
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1814

1815
				// the current material requires lighting info
M
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1816

T
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1817 1818 1819 1820 1821 1822
				// 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
1823

T
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1824
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1825

T
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1826
			}
G
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1827

T
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1828
			// refresh uniforms common to several materials
G
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1829

T
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1830
			if ( fog && material.fog ) {
G
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1831

T
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1832
				refreshUniformsFog( m_uniforms, fog );
M
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1833 1834 1835

			}

1836
			if ( material.isMeshBasicMaterial ) {
M
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1837 1838 1839

				refreshUniformsCommon( m_uniforms, material );

1840
			} else if ( material.isMeshLambertMaterial ) {
M
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1841

1842 1843
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1844

1845
			} else if ( material.isMeshPhongMaterial ) {
M
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1846

1847
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1848

1849
				if ( material.isMeshToonMaterial ) {
M
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1850

1851
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1852

1853
				} else {
1854

1855
					refreshUniformsPhong( m_uniforms, material );
1856

1857
				}
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1858

1859
			} else if ( material.isMeshStandardMaterial ) {
T
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1860

1861
				refreshUniformsCommon( m_uniforms, material );
1862

1863
				if ( material.isMeshPhysicalMaterial ) {
1864

1865
					refreshUniformsPhysical( m_uniforms, material );
W
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1866

1867
				} else {
W
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1868

1869
					refreshUniformsStandard( m_uniforms, material );
W
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1870

1871
				}
W
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1872

1873
			} else if ( material.isMeshDepthMaterial ) {
M
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1874

1875
				refreshUniformsCommon( m_uniforms, material );
W
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1876
				refreshUniformsDepth( m_uniforms, material );
1877

W
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1878
			} else if ( material.isMeshDistanceMaterial ) {
1879

1880
				refreshUniformsCommon( m_uniforms, material );
W
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1881
				refreshUniformsDistance( m_uniforms, material );
1882

1883
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1884

1885
				refreshUniformsCommon( m_uniforms, material );
1886
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1887

1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1902 1903 1904 1905 1906
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1907 1908
			}

M
Mr.doob 已提交
1909 1910 1911
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1912 1913
			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
1914

1915
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1916 1917 1918

		}

1919 1920 1921 1922 1923 1924
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1925

T
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1926
		// common matrices
M
Mr.doob 已提交
1927

M
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1928 1929
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1930
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1931

T
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1932
		return program;
A
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1933 1934 1935

	}

M
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1936 1937
	// Uniforms (refresh uniforms objects)

M
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1938
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1939 1940 1941

		uniforms.opacity.value = material.opacity;

1942 1943 1944 1945 1946
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1947

1948
		if ( material.emissive ) {
M
Mr.doob 已提交
1949

1950
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1951 1952 1953

		}

1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

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

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

1985
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1986

1987
		}
M
Mr.doob 已提交
1988

1989 1990 1991 1992 1993 1994 1995
		if ( material.lightMap ) {

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

		}

1996
		if ( material.aoMap ) {
1997

1998 1999
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2000 2001 2002

		}

M
Mr.doob 已提交
2003
		// uv repeat and offset setting priorities
M
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2004 2005 2006 2007 2008
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2009
		// 6. emissive map
M
Mr.doob 已提交
2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2021 2022 2023 2024
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2025 2026 2027 2028 2029 2030 2031 2032
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2033 2034 2035 2036 2037 2038 2039 2040
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2041 2042 2043 2044
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2049 2050 2051 2052
		}

		if ( uvScaleMap !== undefined ) {

2053
			// backwards compatibility
2054
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2055 2056 2057 2058 2059

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2060
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2061

T
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2062 2063 2064 2065
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
M
Mr.doob 已提交
2066

T
Tentone 已提交
2067
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
M
Mr.doob 已提交
2068

W
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2069
			}
2070

2071
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2072 2073 2074

		}

M
Mr.doob 已提交
2075
	}
M
Mr.doob 已提交
2076

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

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

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

M
Mr.doob 已提交
2084
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2085 2086 2087 2088 2089

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

M
Mr.doob 已提交
2090
	}
M
Mr.doob 已提交
2091

M
Mr.doob 已提交
2092
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2093

2094
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2095
		uniforms.opacity.value = material.opacity;
2096
		uniforms.size.value = material.size * _pixelRatio;
2097
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2098 2099 2100

		uniforms.map.value = material.map;

2101 2102
		if ( material.map !== null ) {

W
WestLangley 已提交
2103
			if ( material.map.matrixAutoUpdate === true ) {
2104

T
Tentone 已提交
2105 2106 2107 2108
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;
2109

T
Tentone 已提交
2110
				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2111 2112

			}
2113

2114
			uniforms.uvTransform.value.copy( material.map.matrix );
2115 2116 2117

		}

M
Mr.doob 已提交
2118
	}
M
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2119

M
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2120
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2121 2122 2123

		uniforms.fogColor.value = fog.color;

2124
		if ( fog.isFog ) {
M
Mr.doob 已提交
2125 2126 2127 2128

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

2129
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2130 2131 2132 2133 2134

			uniforms.fogDensity.value = fog.density;

		}

M
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2135
	}
M
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2136

M
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2137
	function refreshUniformsLambert( uniforms, material ) {
2138 2139 2140 2141 2142 2143 2144 2145 2146

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2147
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2148

2149
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2150
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2151

2152
		if ( material.emissiveMap ) {
2153

2154
			uniforms.emissiveMap.value = material.emissiveMap;
2155

2156
		}
M
Mr.doob 已提交
2157

2158 2159 2160 2161
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
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2162

2163
		}
M
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2164

2165 2166 2167 2168 2169 2170
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}
M
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2171

2172 2173 2174 2175 2176
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2177

2178
		}
2179

T
Takahiro 已提交
2180 2181 2182 2183 2184 2185
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2186
		if ( material.gradientMap ) {
T
Takahiro 已提交
2187

T
Takahiro 已提交
2188
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2189 2190 2191

		}

2192 2193
	}

M
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2194
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247

		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;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		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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2248
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2249

2250 2251 2252
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2253 2254 2255 2256
		refreshUniformsStandard( uniforms, material );

	}

W
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2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284
	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;

	}

2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		if ( material.displacementMap ) {

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

		}

	}

2311 2312
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2314

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2315
		uniforms.ambientLightColor.needsUpdate = value;
2316

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2317 2318 2319
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2320
		uniforms.rectAreaLights.needsUpdate = value;
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2321
		uniforms.hemisphereLights.needsUpdate = value;
2322

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2323
	}
2324

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2325 2326
	// Textures

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2327 2328 2329 2330 2331 2332
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2333
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2334 2335 2336 2337 2338 2339 2340 2341 2342

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2343
	this.allocTextureUnit = allocTextureUnit;
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2344

2345
	// this.setTexture2D = setTexture2D;
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2346
	this.setTexture2D = ( function () {
T
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2347

2348
		var warned = false;
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2349

2350
		// backwards compatibility: peel texture.texture
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2351
		return function setTexture2D( texture, slot ) {
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2352

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2353
			if ( texture && texture.isWebGLRenderTarget ) {
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2354

2355
				if ( ! warned ) {
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2356

2357 2358
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2359

2360
				}
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2361

2362
				texture = texture.texture;
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2363

2364
			}
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2365

2366
			textures.setTexture2D( texture, slot );
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2367

2368
		};
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2369

2370
	}() );
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2371

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2372
	this.setTexture = ( function () {
2373 2374 2375

		var warned = false;

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2376
		return function setTexture( texture, slot ) {
2377 2378 2379 2380 2381 2382 2383 2384

			if ( ! warned ) {

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

			}

2385
			textures.setTexture2D( texture, slot );
2386 2387 2388 2389 2390

		};

	}() );

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2391
	this.setTextureCube = ( function () {
2392 2393 2394

		var warned = false;

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2395
		return function setTextureCube( texture, slot ) {
2396 2397

			// backwards compatibility: peel texture.texture
T
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2398
			if ( texture && texture.isWebGLRenderTargetCube ) {
2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
Takahiro 已提交
2413
			if ( ( texture && texture.isCubeTexture ) ||
2414
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2415 2416 2417 2418

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2419
				textures.setTextureCube( texture, slot );
2420 2421 2422 2423 2424

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2425
				textures.setTextureCubeDynamic( texture, slot );
2426 2427 2428 2429 2430 2431

			}

		};

	}() );
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2432

2433
	this.getRenderTarget = function () {
2434 2435 2436

		return _currentRenderTarget;

M
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2437
	};
2438

2439
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2440

2441 2442
		_currentRenderTarget = renderTarget;

2443
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
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2444

2445
			textures.setupRenderTarget( renderTarget );
M
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2446 2447 2448

		}

M
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2449
		var framebuffer = null;
M
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2450
		var isCube = false;
M
Mr.doob 已提交
2451 2452 2453

		if ( renderTarget ) {

M
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2454
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2455

M
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2456
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2457

M
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2458
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
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2459
				isCube = true;
M
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2460 2461 2462

			} else {

M
Mr.doob 已提交
2463
				framebuffer = __webglFramebuffer;
M
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2464 2465 2466

			}

M
Mr.doob 已提交
2467
			_currentViewport.copy( renderTarget.viewport );
2468 2469
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2470

M
Mr.doob 已提交
2471 2472
		} else {

M
Mr.doob 已提交
2473
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2474
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2475
			_currentScissorTest = _scissorTest;
2476

M
Mr.doob 已提交
2477 2478
		}

M
Mr.doob 已提交
2479
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2480

2481
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
M
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2482 2483 2484 2485
			_currentFramebuffer = framebuffer;

		}

M
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2486
		state.viewport( _currentViewport );
2487 2488
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2489

M
Mr.doob 已提交
2490 2491 2492
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2493
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
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2494 2495 2496

		}

M
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2497 2498
	};

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2499
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2500

0
06wj 已提交
2501
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2502

2503
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2504
			return;
2505

G
gero3 已提交
2506
		}
2507

M
Mr.doob 已提交
2508
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2509

M
Mr.doob 已提交
2510
		if ( framebuffer ) {
2511

G
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2512
			var restore = false;
2513

M
Mr.doob 已提交
2514
			if ( framebuffer !== _currentFramebuffer ) {
2515

M
Mr.doob 已提交
2516
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2517

G
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2518
				restore = true;
2519

G
gero3 已提交
2520
			}
2521

M
Mr.doob 已提交
2522
			try {
2523

M
Mr.doob 已提交
2524
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2525 2526
				var textureFormat = texture.format;
				var textureType = texture.type;
2527

2528
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2529

M
Mr.doob 已提交
2530 2531
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2532

M
Mr.doob 已提交
2533
				}
2534

2535
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2536 2537
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2538

M
Mr.doob 已提交
2539 2540
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2541

M
Mr.doob 已提交
2542
				}
2543

M
Mr.doob 已提交
2544
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2545

2546 2547
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2548
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2549

2550
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2551 2552

					}
2553

M
Mr.doob 已提交
2554
				} else {
M
Mr.doob 已提交
2555

M
Mr.doob 已提交
2556 2557 2558
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2559

M
Mr.doob 已提交
2560
			} finally {
M
Mr.doob 已提交
2561

M
Mr.doob 已提交
2562 2563 2564
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2565

M
Mr.doob 已提交
2566 2567 2568
				}

			}
M
Mr.doob 已提交
2569 2570 2571

		}

M
Mr.doob 已提交
2572 2573
	};

2574
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2575 2576 2577

		var width = texture.image.width;
		var height = texture.image.height;
2578
		var glFormat = utils.convert( texture.format );
2579 2580 2581

		this.setTexture2D( texture, 0 );

2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596
		_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 );
		var pixels = srcTexture.isDataTexture ? srcTexture.image.data : srcTexture.image;

		this.setTexture2D( dstTexture, 0 );

		_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, pixels );
2597 2598 2599

	};

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

T
Tristan VALCKE 已提交
2602

2603
export { WebGLRenderer };