WebGLRenderer.js 62.8 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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

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

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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

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

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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		properties.remove( material );
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	}
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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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Mr.doob 已提交
630 631
		}

632
	}
M
Mr.doob 已提交
633 634 635

	// Buffer rendering

M
Mr.doob 已提交
636
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
637 638 639

		object.render( function ( object ) {

M
Mr.doob 已提交
640
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
641 642 643 644 645

		} );

	}

M
Mugen87 已提交
646
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
647

648
		state.initAttributes();
649

650
		var buffers = properties.get( object );
651

652 653 654 655
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
656

657
		var programAttributes = program.getAttributes();
658

M
Mr.doob 已提交
659 660
		if ( object.hasPositions ) {

661
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
662
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
663

664 665
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
666 667 668 669 670

		}

		if ( object.hasNormals ) {

671
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
672
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
673

674 675
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

679
		if ( object.hasUvs ) {
M
Mr.doob 已提交
680

681
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
682
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
683

684
			state.enableAttribute( programAttributes.uv );
685
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
686 687 688

		}

689
		if ( object.hasColors ) {
M
Mr.doob 已提交
690

691
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
692
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
693

694 695
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
696 697 698

		}

699
		state.disableUnusedAttributes();
700

M
Mr.doob 已提交
701 702 703 704 705 706
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

707
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
708

709
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
710 711

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
712

M
Mr.doob 已提交
713
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
714

M
Mr.doob 已提交
715
		var updateBuffers = false;
M
Mr.doob 已提交
716

717 718 719
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
720

M
Mr.doob 已提交
721 722
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
723
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
724 725 726 727
			updateBuffers = true;

		}

728
		if ( object.morphTargetInfluences ) {
729

730
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
731 732 733 734 735

			updateBuffers = true;

		}

736 737
		//

738
		var index = geometry.index;
739
		var position = geometry.attributes.position;
740
		var rangeFactor = 1;
741

742 743
		if ( material.wireframe === true ) {

744
			index = geometries.getWireframeAttribute( geometry );
745
			rangeFactor = 2;
746 747 748

		}

M
Mr.doob 已提交
749
		var attribute;
M
Mr.doob 已提交
750
		var renderer = bufferRenderer;
751

752
		if ( index !== null ) {
753

M
Mr.doob 已提交
754
			attribute = attributes.get( index );
755

756
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
757
			renderer.setIndex( attribute );
758

759
		}
M
Mr.doob 已提交
760

761
		if ( updateBuffers ) {
M
Mr.doob 已提交
762

763
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
764

765
			if ( index !== null ) {
766

M
Mr.doob 已提交
767
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
768 769 770

			}

771
		}
772

773 774
		//

775
		var dataCount = Infinity;
776

M
Mr.doob 已提交
777
		if ( index !== null ) {
778

M
Mr.doob 已提交
779
			dataCount = index.count;
780

M
Mr.doob 已提交
781
		} else if ( position !== undefined ) {
782

M
Mr.doob 已提交
783
			dataCount = position.count;
784

M
Mr.doob 已提交
785
		}
786

M
Mr.doob 已提交
787 788
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
789

M
Mr.doob 已提交
790 791
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
792

M
Mr.doob 已提交
793
		var drawStart = Math.max( rangeStart, groupStart );
794
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
795 796 797

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

798 799
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
800
		//
801

802
		if ( object.isMesh ) {
803

804
			if ( material.wireframe === true ) {
805

806
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
807
				renderer.setMode( _gl.LINES );
808

809
			} else {
M
Mr.doob 已提交
810 811

				switch ( object.drawMode ) {
812

R
Rich Harris 已提交
813
					case TrianglesDrawMode:
B
Ben Adams 已提交
814 815 816
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
817
					case TriangleStripDrawMode:
B
Ben Adams 已提交
818 819 820
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
821
					case TriangleFanDrawMode:
B
Ben Adams 已提交
822 823 824 825
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
826

827
			}
828

829

830
		} else if ( object.isLine ) {
831

832
			var lineWidth = material.linewidth;
833

834
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
835

836
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
837

838
			if ( object.isLineSegments ) {
839

840
				renderer.setMode( _gl.LINES );
841

842 843 844 845
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

846
			} else {
847

848
				renderer.setMode( _gl.LINE_STRIP );
849 850

			}
M
Mr.doob 已提交
851

852
		} else if ( object.isPoints ) {
853 854

			renderer.setMode( _gl.POINTS );
855

856 857 858 859
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

860
		}
861

T
Takahiro 已提交
862
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
863 864 865

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
866
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
867

J
jfranc 已提交
868
			}
869 870 871

		} else {

M
Mr.doob 已提交
872
			renderer.render( drawStart, drawCount );
873

M
Mr.doob 已提交
874 875 876 877
		}

	};

878
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
879

A
Alex Goldring 已提交
880
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
881

882
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
883

884
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
885
				return;
B
Ben Adams 已提交
886

M
Mr.doob 已提交
887 888 889
			}

		}
B
Ben Adams 已提交
890

891 892
		state.initAttributes();

893
		var geometryAttributes = geometry.attributes;
894

895
		var programAttributes = program.getAttributes();
896

897
		var materialDefaultAttributeValues = material.defaultAttributeValues;
898

899
		for ( var name in programAttributes ) {
900

901
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
902

M
Mr.doob 已提交
903
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
904

905
				var geometryAttribute = geometryAttributes[ name ];
906

M
Mr.doob 已提交
907
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
908

909
					var normalized = geometryAttribute.normalized;
910
					var size = geometryAttribute.itemSize;
911

M
Mr.doob 已提交
912
					var attribute = attributes.get( geometryAttribute );
913

914 915 916 917
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
918 919 920
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
921

A
aardgoose 已提交
922
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
923

M
Mr.doob 已提交
924 925 926 927
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
928
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
929

930
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
931

M
Mr.doob 已提交
932
							if ( geometry.maxInstancedCount === undefined ) {
933

D
dubejf 已提交
934
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
							}
B
Ben Adams 已提交
937

M
Mr.doob 已提交
938
						} else {
B
Ben Adams 已提交
939

M
Mr.doob 已提交
940
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
941

M
Mr.doob 已提交
942
						}
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
945
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
946

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

A
aardgoose 已提交
949
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
950

951
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
952

M
Mr.doob 已提交
953
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
954

D
dubejf 已提交
955
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
956

M
Mr.doob 已提交
957
							}
B
Ben Adams 已提交
958

M
Mr.doob 已提交
959 960 961 962
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
963
						}
B
Ben Adams 已提交
964

M
Mr.doob 已提交
965
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
966
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
967

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

970 971
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
972
					var value = materialDefaultAttributeValues[ name ];
973

974
					if ( value !== undefined ) {
M
Mr.doob 已提交
975

976
						switch ( value.length ) {
M
Mr.doob 已提交
977

978 979 980
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
981

982 983 984
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
985

986 987 988
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
989

990 991
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
992 993

						}
M
Mr.doob 已提交
994 995 996 997 998 999 1000 1001

					}

				}

			}

		}
1002

1003
		state.disableUnusedAttributes();
1004

M
Mr.doob 已提交
1005 1006
	}

M
Mr.doob 已提交
1007
	// Compile
M
Mr.doob 已提交
1008

M
Mr.doob 已提交
1009
	this.compile = function ( scene, camera ) {
1010

M
Mr.doob 已提交
1011
		currentRenderState = renderStates.get( scene, camera );
1012
		currentRenderState.init();
1013

M
Mr.doob 已提交
1014
		scene.traverse( function ( object ) {
G
gero3 已提交
1015 1016

			if ( object.isLight ) {
M
Mr.doob 已提交
1017

1018
				currentRenderState.pushLight( object );
1019 1020 1021

				if ( object.castShadow ) {

1022
					currentRenderState.pushShadow( object );
1023 1024

				}
M
Mr.doob 已提交
1025

G
gero3 已提交
1026
			}
M
Mr.doob 已提交
1027 1028 1029

		} );

1030
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1031 1032 1033 1034 1035

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1036
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1037

G
gero3 已提交
1038
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1039 1040 1041

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

G
gero3 已提交
1042
					}
M
Mr.doob 已提交
1043

G
gero3 已提交
1044
				} else {
M
Mr.doob 已提交
1045 1046 1047

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

G
gero3 已提交
1048
				}
M
Mr.doob 已提交
1049

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

		} );
G
gero3 已提交
1053 1054

	};
1055

1056
	// Animation Loop
M
Mr.doob 已提交
1057

M
Mr.doob 已提交
1058
	var onAnimationFrameCallback = null;
1059

1060
	function onAnimationFrame( time ) {
1061

M
Mr.doob 已提交
1062
		if ( vr.isPresenting() ) return;
1063
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1064

1065
	}
1066

M
Mr.doob 已提交
1067 1068
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1069 1070

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1071

1072
	this.setAnimationLoop = function ( callback ) {
1073

M
Mr.doob 已提交
1074 1075
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1076

1077 1078
		animation.start();

1079 1080
	};

M
Mr.doob 已提交
1081 1082
	// Rendering

1083 1084
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1085
		var renderTarget, forceClear;
1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099

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

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

		}

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

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

		}
1100

0
06wj 已提交
1101
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1102

1103
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1104 1105 1106 1107
			return;

		}

1108 1109
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1110 1111
		// reset caching for this frame

M
Mr.doob 已提交
1112 1113
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1114
		_currentGeometryProgram.wireframe = false;
1115
		_currentMaterialId = - 1;
1116
		_currentCamera = null;
M
Mr.doob 已提交
1117 1118 1119

		// update scene graph

1120
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1121 1122 1123

		// update camera matrices and frustum

1124
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1125

1126 1127 1128 1129 1130 1131
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1132 1133
		//

1134 1135
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1136

M
Marc-Sefan Cassola 已提交
1137
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1138

M
Mr.doob 已提交
1139 1140 1141
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1142
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1143
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1144

1145 1146 1147
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1148
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1149

M
Mr.doob 已提交
1150
		if ( _this.sortObjects === true ) {
1151

1152
			currentRenderList.sort();
M
Mr.doob 已提交
1153

1154 1155
		}

M
Mr.doob 已提交
1156
		//
M
Mr.doob 已提交
1157

T
tschw 已提交
1158
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1159

1160
		var shadowsArray = currentRenderState.state.shadowsArray;
1161

1162
		shadowMap.render( shadowsArray, scene, camera );
1163

1164
		currentRenderState.setupLights( camera );
1165

T
tschw 已提交
1166
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1167

M
Mr.doob 已提交
1168 1169
		//

A
Atrahasis 已提交
1170
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1171

1172
		if ( renderTarget !== undefined ) {
1173

1174
			this.setRenderTarget( renderTarget );
1175 1176 1177

		}

M
Mr.doob 已提交
1178 1179
		//

1180
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1181

1182
		// render scene
M
Mr.doob 已提交
1183

1184 1185 1186
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1187 1188
		if ( scene.overrideMaterial ) {

1189
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1190

M
Mr.doob 已提交
1191 1192
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1193

M
Mr.doob 已提交
1194 1195
		} else {

1196 1197
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1198
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1199 1200 1201

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

M
Mr.doob 已提交
1202
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1203

1204
		}
M
Mr.doob 已提交
1205

1206
		//
M
Mr.doob 已提交
1207

1208 1209 1210 1211
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1212
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1213

1214 1215
			// Generate mipmap if we're using any kind of mipmap filtering

1216
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1217

M
Mugen87 已提交
1218
			// resolve multisample renderbuffers to a single-sample texture if necessary
1219

1220
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1221

M
Mr.doob 已提交
1222 1223
		}

1224
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1225

1226 1227 1228
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1229

1230
		state.setPolygonOffset( false );
1231

M
Mr.doob 已提交
1232
		if ( vr.enabled ) {
1233

1234
			vr.submitFrame();
1235

M
Mr.doob 已提交
1236
		}
M
Mr.doob 已提交
1237

M
Mr.doob 已提交
1238 1239
		// _gl.finish();

1240
		currentRenderList = null;
1241
		currentRenderState = null;
1242

M
Mr.doob 已提交
1243
	};
M
Mr.doob 已提交
1244

1245
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1246

1247
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1248

1249
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1250

1251
		if ( visible ) {
1252

1253 1254 1255 1256 1257
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1258

1259
				currentRenderState.pushLight( object );
1260 1261 1262

				if ( object.castShadow ) {

1263
					currentRenderState.pushShadow( object );
1264 1265

				}
M
Mr.doob 已提交
1266

1267
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1268

1269
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1270

1271 1272 1273 1274 1275 1276 1277 1278 1279 1280
					if ( sortObjects ) {

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

					}

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

1281 1282 1283 1284 1285
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1286

1287
				}
M
Mr.doob 已提交
1288

1289
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1290

1291
				if ( sortObjects ) {
M
Mr.doob 已提交
1292

1293 1294
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1295

1296
				}
M
Mr.doob 已提交
1297

1298
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1299

1300
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1301

1302
				if ( object.isSkinnedMesh ) {
1303

1304
					object.skeleton.update();
1305

1306
				}
1307

1308
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1309

1310 1311 1312 1313 1314 1315
					if ( sortObjects ) {

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

					}
1316

1317 1318
					var geometry = objects.update( object );
					var material = object.material;
1319

1320
					if ( Array.isArray( material ) ) {
1321

1322
						var groups = geometry.groups;
1323

1324
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1325

1326 1327
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1328

1329
							if ( groupMaterial && groupMaterial.visible ) {
1330

1331
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1332 1333

							}
M
Mr.doob 已提交
1334

M
Mr.doob 已提交
1335
						}
M
Mr.doob 已提交
1336

1337
					} else if ( material.visible ) {
1338

1339
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1340

1341
					}
M
Mr.doob 已提交
1342

1343
				}
M
Mr.doob 已提交
1344

1345
			}
M
Mr.doob 已提交
1346

M
Mr.doob 已提交
1347
		}
M
Mr.doob 已提交
1348

M
Mr.doob 已提交
1349
		var children = object.children;
M
Mr.doob 已提交
1350

M
Mr.doob 已提交
1351 1352
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1353
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1354

1355
		}
1356

1357
	}
M
Mr.doob 已提交
1358

1359
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1360

M
Mr.doob 已提交
1361
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1362

1363
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1364

1365
			var object = renderItem.object;
M
Mr.doob 已提交
1366 1367 1368
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1369

M
Mr.doob 已提交
1370
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1371

1372 1373
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1374
				var cameras = camera.cameras;
M
Mr.doob 已提交
1375

M
Mr.doob 已提交
1376
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1377

M
Mr.doob 已提交
1378
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1379

1380
					if ( object.layers.test( camera2.layers ) ) {
1381

M
Mr.doob 已提交
1382 1383 1384 1385 1386 1387 1388
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1389

M
Mr.doob 已提交
1390 1391 1392 1393
							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
1394

M
Mr.doob 已提交
1395 1396 1397
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1398

1399 1400
						currentRenderState.setupLights( camera2 );

1401 1402 1403
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1404

M
Mr.doob 已提交
1405
				}
1406

M
Mr.doob 已提交
1407
			} else {
M
Mr.doob 已提交
1408

1409 1410
				_currentArrayCamera = null;

M
Mr.doob 已提交
1411
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1412

M
Mr.doob 已提交
1413
			}
M
Mr.doob 已提交
1414

1415
		}
M
Mr.doob 已提交
1416

1417
	}
G
gero3 已提交
1418

M
Mr.doob 已提交
1419 1420
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1421
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1422
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1423

M
Mr.doob 已提交
1424 1425 1426 1427 1428
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1429
			state.setMaterial( material );
M
Mr.doob 已提交
1430 1431 1432

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

M
Mr.doob 已提交
1433 1434
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1435
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1436

M
Mr.doob 已提交
1437
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1438 1439 1440

		} else {

M
Mugen87 已提交
1441
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1442 1443 1444

		}

M
Mr.doob 已提交
1445
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1446
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1447

M
Mr.doob 已提交
1448 1449
	}

1450
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1451

1452
		var materialProperties = properties.get( material );
G
gero3 已提交
1453

1454 1455
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1456

M
Mr.doob 已提交
1457 1458 1459
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1460
		var parameters = programCache.getParameters(
1461
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1462

G
gero3 已提交
1463
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1464

1465
		var program = materialProperties.program;
T
tschw 已提交
1466
		var programChange = true;
1467

1468
		if ( program === undefined ) {
B
Ben Adams 已提交
1469

M
Mr.doob 已提交
1470 1471
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1472

1473
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1474

M
Mr.doob 已提交
1475
			// changed glsl or parameters
1476
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1477

M
Mr.doob 已提交
1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1493 1494 1495

			programChange = false;

G
gero3 已提交
1496
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1497

T
tschw 已提交
1498
			// same glsl and uniform list
T
tschw 已提交
1499 1500
			return;

T
tschw 已提交
1501
		} else {
B
Ben Adams 已提交
1502

T
tschw 已提交
1503 1504
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1505 1506 1507

		}

1508
		if ( programChange ) {
B
Ben Adams 已提交
1509

1510
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1511

R
Rich Harris 已提交
1512
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1513

1514
				materialProperties.shader = {
1515
					name: material.type,
M
Mr.doob 已提交
1516
					uniforms: cloneUniforms( shader.uniforms ),
1517
					vertexShader: shader.vertexShader,
1518
					fragmentShader: shader.fragmentShader
1519
				};
B
Ben Adams 已提交
1520

1521
			} else {
B
Ben Adams 已提交
1522

1523
				materialProperties.shader = {
1524 1525 1526
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1527
					fragmentShader: material.fragmentShader
1528
				};
G
gero3 已提交
1529

1530
			}
G
gero3 已提交
1531

1532
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1533

1534
			// Computing code again as onBeforeCompile may have changed the shaders
1535 1536
			code = programCache.getProgramCode( material, parameters );

1537
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1538

1539 1540
			materialProperties.program = program;
			material.program = program;
1541 1542 1543

		}

1544
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1545 1546 1547 1548 1549

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1550
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1551

1552
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1566
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1567

1568
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1569 1570 1571 1572 1573 1574 1575 1576 1577

					material.numSupportedMorphNormals ++;

				}

			}

		}

1578
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1579

1580
		if ( ! material.isShaderMaterial &&
1581 1582
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1583

T
tschw 已提交
1584
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1585
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1586
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1587 1588 1589

		}

1590
		materialProperties.fog = fog;
1591

1592
		// store the light setup it was created for
M
Mr.doob 已提交
1593
		if ( lightsHash === undefined ) {
1594

M
Mr.doob 已提交
1595
			materialProperties.lightsHash = lightsHash = {};
1596 1597 1598

		}

M
Mr.doob 已提交
1599 1600 1601 1602 1603 1604 1605
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1606

M
Mr.doob 已提交
1607
		if ( material.lights ) {
1608 1609 1610

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

1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623
			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;
1624
			// TODO (abelnation): add area lights shadow info to uniforms
1625

1626 1627
		}

T
tschw 已提交
1628 1629
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1630
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1631

T
tschw 已提交
1632
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1633

M
Mr.doob 已提交
1634
	}
M
Mr.doob 已提交
1635

1636
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1637 1638 1639

		_usedTextureUnits = 0;

1640
		var materialProperties = properties.get( material );
1641
		var lights = currentRenderState.state.lights;
1642

M
Mr.doob 已提交
1643 1644 1645
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1646 1647 1648 1649 1650
		if ( _clippingEnabled ) {

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

				var useCache =
1651 1652
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1653 1654 1655 1656

				// 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
1657
				_clipping.setState(
1658 1659
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1660 1661 1662 1663 1664

			}

		}

1665
		if ( material.needsUpdate === false ) {
1666

1667
			if ( materialProperties.program === undefined ) {
1668

1669
				material.needsUpdate = true;
1670

1671
			} else if ( material.fog && materialProperties.fog !== fog ) {
1672

M
Mr.doob 已提交
1673
				material.needsUpdate = true;
1674

M
Mr.doob 已提交
1675 1676 1677 1678 1679 1680 1681
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1682

1683
				material.needsUpdate = true;
1684

1685
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1686
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1687
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1688 1689 1690

				material.needsUpdate = true;

1691
			}
1692 1693 1694 1695

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1696

1697
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1698 1699 1700 1701
			material.needsUpdate = false;

		}

1702
		var refreshProgram = false;
M
Mr.doob 已提交
1703
		var refreshMaterial = false;
1704
		var refreshLights = false;
M
Mr.doob 已提交
1705

1706
		var program = materialProperties.program,
1707
			p_uniforms = program.getUniforms(),
1708
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1709

1710
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1711

1712
			refreshProgram = true;
M
Mr.doob 已提交
1713
			refreshMaterial = true;
1714
			refreshLights = true;
M
Mr.doob 已提交
1715 1716 1717 1718 1719 1720

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1721

M
Mr.doob 已提交
1722 1723 1724 1725
			refreshMaterial = true;

		}

1726
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1727

M
Mr.doob 已提交
1728
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1729

G
gero3 已提交
1730
			if ( capabilities.logarithmicDepthBuffer ) {
1731

T
tschw 已提交
1732
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1733
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1734 1735 1736

			}

1737
			if ( _currentCamera !== camera ) {
1738

1739
				_currentCamera = camera;
1740 1741 1742 1743 1744 1745

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1746
				refreshLights = true;		// remains set until update done
1747 1748

			}
M
Mr.doob 已提交
1749

1750 1751 1752
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1753
			if ( material.isShaderMaterial ||
1754 1755 1756
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1757

T
tschw 已提交
1758 1759 1760
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1761

T
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1762
					uCamPos.setValue( _gl,
1763
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1764 1765 1766 1767 1768

				}

			}

1769
			if ( material.isMeshPhongMaterial ||
1770 1771 1772 1773
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1774
				material.skinning ) {
1775

T
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1776
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1777 1778 1779

			}

M
Mr.doob 已提交
1780 1781 1782 1783 1784 1785
		}

		// 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

1786
		if ( material.skinning ) {
M
Mr.doob 已提交
1787

T
tschw 已提交
1788 1789
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1790

T
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1791
			var skeleton = object.skeleton;
1792

T
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1793
			if ( skeleton ) {
1794

1795 1796
				var bones = skeleton.bones;

1797
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1798

1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809
					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
1810
						size = _Math.ceilPowerOfTwo( size );
1811 1812 1813 1814 1815 1816
						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 );
1817
						boneTexture.needsUpdate = true;
1818 1819 1820 1821 1822 1823 1824

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

					}

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Mr.doob 已提交
1825 1826
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1827

T
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1828
				} else {
M
Mr.doob 已提交
1829

T
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1830
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1831 1832 1833 1834 1835 1836 1837 1838 1839

				}

			}

		}

		if ( refreshMaterial ) {

1840 1841 1842
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1843
			if ( material.lights ) {
M
Mr.doob 已提交
1844

1845
				// the current material requires lighting info
M
Mr.doob 已提交
1846

T
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1847 1848 1849 1850 1851 1852
				// 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
1853

T
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1854
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1855

T
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1856
			}
G
gero3 已提交
1857

T
tschw 已提交
1858
			// refresh uniforms common to several materials
G
gero3 已提交
1859

T
tschw 已提交
1860
			if ( fog && material.fog ) {
G
gero3 已提交
1861

T
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1862
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1863 1864 1865

			}

1866
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1867 1868 1869

				refreshUniformsCommon( m_uniforms, material );

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

1872 1873
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1874

1875
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1876

1877
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1878

1879
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1880

1881
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1882

1883
				} else {
1884

1885
					refreshUniformsPhong( m_uniforms, material );
1886

1887
				}
T
Takahiro 已提交
1888

1889
			} else if ( material.isMeshStandardMaterial ) {
T
Takahiro 已提交
1890

1891
				refreshUniformsCommon( m_uniforms, material );
1892

1893
				if ( material.isMeshPhysicalMaterial ) {
1894

1895
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1896

1897
				} else {
W
WestLangley 已提交
1898

1899
					refreshUniformsStandard( m_uniforms, material );
W
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1900

1901
				}
W
WestLangley 已提交
1902

W
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1903 1904 1905 1906 1907 1908
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1909
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1910

1911
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1912
				refreshUniformsDepth( m_uniforms, material );
1913

W
WestLangley 已提交
1914
			} else if ( material.isMeshDistanceMaterial ) {
1915

1916
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1917
				refreshUniformsDistance( m_uniforms, material );
1918

1919
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1920

1921
				refreshUniformsCommon( m_uniforms, material );
1922
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1923

1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1938 1939 1940 1941
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1942 1943 1944 1945 1946
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1947 1948
			}

M
Mr.doob 已提交
1949 1950 1951
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1952 1953
			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
1954

1955
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this, textures );
A
arose 已提交
1956 1957 1958

		}

1959 1960
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1961
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this, textures );
1962 1963 1964
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1965

1966 1967 1968 1969 1970 1971
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1972
		// common matrices
M
Mr.doob 已提交
1973

M
Mr.doob 已提交
1974 1975
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1976
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1977

T
tschw 已提交
1978
		return program;
A
arose 已提交
1979 1980 1981

	}

M
Mr.doob 已提交
1982 1983
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1984
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1985 1986 1987

		uniforms.opacity.value = material.opacity;

1988 1989 1990 1991 1992
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1993

1994
		if ( material.emissive ) {
M
Mr.doob 已提交
1995

1996
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1997 1998 1999

		}

2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2026
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2027 2028 2029 2030

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

2031
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2032

2033
		}
M
Mr.doob 已提交
2034

2035 2036 2037 2038 2039 2040 2041
		if ( material.lightMap ) {

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

		}

2042
		if ( material.aoMap ) {
2043

2044 2045
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2046 2047 2048

		}

M
Mr.doob 已提交
2049
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2050 2051 2052 2053 2054
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2055
		// 6. emissive map
M
Mr.doob 已提交
2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2067 2068 2069 2070
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2071 2072 2073 2074 2075 2076 2077 2078
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2079 2080 2081 2082 2083 2084 2085 2086
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2087 2088 2089 2090
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2091 2092 2093 2094
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2095 2096 2097 2098
		}

		if ( uvScaleMap !== undefined ) {

2099
			// backwards compatibility
2100
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2101 2102 2103 2104 2105

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2106
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2107

W
WestLangley 已提交
2108
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2109

W
WestLangley 已提交
2110
			}
2111

2112
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2113 2114 2115

		}

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

M
Mr.doob 已提交
2118
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2119 2120 2121 2122

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

M
Mr.doob 已提交
2123
	}
M
Mr.doob 已提交
2124

M
Mr.doob 已提交
2125
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2126 2127 2128 2129 2130

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

M
Mr.doob 已提交
2131
	}
M
Mr.doob 已提交
2132

M
Mr.doob 已提交
2133
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2134

2135
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2136
		uniforms.opacity.value = material.opacity;
2137
		uniforms.size.value = material.size * _pixelRatio;
2138
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2139 2140 2141

		uniforms.map.value = material.map;

2142 2143
		if ( material.map !== null ) {

W
WestLangley 已提交
2144
			if ( material.map.matrixAutoUpdate === true ) {
2145

W
WestLangley 已提交
2146
				material.map.updateMatrix();
W
WestLangley 已提交
2147 2148

			}
2149

2150
			uniforms.uvTransform.value.copy( material.map.matrix );
2151 2152 2153

		}

2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174
	}

	function refreshUniformsSprites( uniforms, material ) {

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

		if ( material.map !== null ) {

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

				material.map.updateMatrix();

			}

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

		}

M
Mr.doob 已提交
2175
	}
M
Mr.doob 已提交
2176

M
Mr.doob 已提交
2177
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2178 2179 2180

		uniforms.fogColor.value = fog.color;

2181
		if ( fog.isFog ) {
M
Mr.doob 已提交
2182 2183 2184 2185

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

2186
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2187 2188 2189 2190 2191

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2192
	}
M
Mr.doob 已提交
2193

M
Mr.doob 已提交
2194
	function refreshUniformsLambert( uniforms, material ) {
2195 2196 2197 2198 2199 2200 2201 2202 2203

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2204
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2205

2206
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2207
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2208

2209
		if ( material.emissiveMap ) {
2210

2211
			uniforms.emissiveMap.value = material.emissiveMap;
2212

2213
		}
M
Mr.doob 已提交
2214

2215 2216 2217 2218
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2219
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2220

2221
		}
M
Mr.doob 已提交
2222

2223 2224 2225 2226
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2227
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2228 2229

		}
M
Mr.doob 已提交
2230

2231 2232 2233 2234 2235
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2236

2237
		}
2238

T
Takahiro 已提交
2239 2240 2241 2242 2243 2244
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2245
		if ( material.gradientMap ) {
T
Takahiro 已提交
2246

T
Takahiro 已提交
2247
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2248 2249 2250

		}

2251 2252
	}

M
Mr.doob 已提交
2253
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279

		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;
2280
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2281 2282 2283 2284 2285 2286 2287

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2288
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
WestLangley 已提交
2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2309
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2310

2311 2312 2313 2314
		refreshUniformsStandard( uniforms, material );

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

2315 2316 2317
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

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	}

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2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

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	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

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

		}

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

	}

2382 2383 2384 2385 2386 2387
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2388
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2389 2390 2391 2392 2393 2394 2395

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2396
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409

		}

		if ( material.displacementMap ) {

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

		}

	}

2410 2411
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2413

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2414
		uniforms.ambientLightColor.needsUpdate = value;
2415

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2416 2417 2418
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2419
		uniforms.rectAreaLights.needsUpdate = value;
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2420
		uniforms.hemisphereLights.needsUpdate = value;
2421

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2422
	}
2423

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2424 2425
	// Textures

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	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2433 2434 2435 2436 2437 2438 2439 2440 2441

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2442
	this.allocTextureUnit = allocTextureUnit;
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2443

2444
	// this.setTexture2D = setTexture2D;
M
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2445
	this.setTexture2D = ( function () {
T
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2446

2447
		var warned = false;
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2448

2449
		// backwards compatibility: peel texture.texture
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2450
		return function setTexture2D( texture, slot ) {
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2451

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2452
			if ( texture && texture.isWebGLRenderTarget ) {
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2453

2454
				if ( ! warned ) {
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2455

2456 2457
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
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2458

2459
				}
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2460

2461
				texture = texture.texture;
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2462

2463
			}
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2464

2465
			textures.setTexture2D( texture, slot );
T
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2466

2467
		};
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2468

2469
	}() );
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2471
	this.setTexture = ( function () {
2472 2473 2474

		var warned = false;

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2475
		return function setTexture( texture, slot ) {
2476 2477 2478 2479 2480 2481 2482 2483

			if ( ! warned ) {

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

			}

2484
			textures.setTexture2D( texture, slot );
2485 2486 2487 2488 2489

		};

	}() );

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2490
	this.setTextureCube = ( function () {
2491 2492 2493

		var warned = false;

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2494
		return function setTextureCube( texture, slot ) {
2495 2496

			// backwards compatibility: peel texture.texture
T
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2497
			if ( texture && texture.isWebGLRenderTargetCube ) {
2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
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			if ( ( texture && texture.isCubeTexture ) ||
2513
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2514 2515 2516 2517

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2518
				textures.setTextureCube( texture, slot );
2519 2520 2521 2522 2523

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2524
				textures.setTextureCubeDynamic( texture, slot );
2525 2526 2527 2528 2529 2530

			}

		};

	}() );
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2531

2532 2533 2534 2535 2536 2537 2538 2539
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2540
	this.getRenderTarget = function () {
2541 2542 2543

		return _currentRenderTarget;

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2544
	};
2545

2546
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
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2547

2548 2549
		_currentRenderTarget = renderTarget;

2550
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
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2551

2552
			textures.setupRenderTarget( renderTarget );
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2553 2554 2555

		}

2556
		var framebuffer = _framebuffer;
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2557
		var isCube = false;
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2558 2559 2560

		if ( renderTarget ) {

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2561
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
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2562

M
Mr.doob 已提交
2563
			if ( renderTarget.isWebGLRenderTargetCube ) {
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2564

2565
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
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2566
				isCube = true;
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2567

2568 2569 2570 2571
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

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2572 2573
			} else {

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2574
				framebuffer = __webglFramebuffer;
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2575 2576 2577

			}

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2578
			_currentViewport.copy( renderTarget.viewport );
2579 2580
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2581

M
Mr.doob 已提交
2582 2583
		} else {

M
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2584
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2585
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2586
			_currentScissorTest = _scissorTest;
2587

M
Mr.doob 已提交
2588 2589
		}

M
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2590
		if ( _currentFramebuffer !== framebuffer ) {
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2591 2592 2593 2594 2595 2596

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

		}

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2597
		state.viewport( _currentViewport );
2598 2599
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2600

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Mr.doob 已提交
2601 2602 2603
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2604
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
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2605 2606 2607

		}

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2608 2609
	};

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2610
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2611

0
06wj 已提交
2612
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2613

2614
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
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2615
			return;
2616

G
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2617
		}
2618

M
Mr.doob 已提交
2619
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2620

M
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2621
		if ( framebuffer ) {
2622

G
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2623
			var restore = false;
2624

M
Mr.doob 已提交
2625
			if ( framebuffer !== _currentFramebuffer ) {
2626

M
Mr.doob 已提交
2627
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2628

G
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2629
				restore = true;
2630

G
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2631
			}
2632

M
Mr.doob 已提交
2633
			try {
2634

M
Mr.doob 已提交
2635
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2636 2637
				var textureFormat = texture.format;
				var textureType = texture.type;
2638

2639
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2640

M
Mr.doob 已提交
2641 2642
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2643

M
Mr.doob 已提交
2644
				}
2645

2646
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
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2647 2648
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2649

M
Mr.doob 已提交
2650 2651
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2652

M
Mr.doob 已提交
2653
				}
2654

M
Mr.doob 已提交
2655
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2656

2657 2658
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2659
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2660

2661
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2662 2663

					}
2664

M
Mr.doob 已提交
2665
				} else {
M
Mr.doob 已提交
2666

M
Mr.doob 已提交
2667 2668 2669
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2670

M
Mr.doob 已提交
2671
			} finally {
M
Mr.doob 已提交
2672

M
Mr.doob 已提交
2673 2674 2675
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2676

M
Mr.doob 已提交
2677 2678 2679
				}

			}
M
Mr.doob 已提交
2680 2681 2682

		}

M
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2683 2684
	};

2685
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2686 2687 2688

		var width = texture.image.width;
		var height = texture.image.height;
2689
		var glFormat = utils.convert( texture.format );
2690 2691 2692

		this.setTexture2D( texture, 0 );

2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

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

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

		this.setTexture2D( dstTexture, 0 );

2706 2707 2708 2709 2710 2711 2712 2713 2714
		if ( srcTexture.isDataTexture ) {

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

		} else {

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

		}
2715 2716 2717

	};

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2718
}
R
Rich Harris 已提交
2719

T
Tristan VALCKE 已提交
2720

2721
export { WebGLRenderer };