WebGLRenderer.js 57.7 KB
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import { REVISION, RGBAFormat, HalfFloatType, FloatType, UnsignedByteType, FrontFaceDirectionCW, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, NoColors, LinearToneMapping } from '../constants.js';
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import { _Math } from '../math/Math.js';
import { Matrix4 } from '../math/Matrix4.js';
import { DataTexture } from '../textures/DataTexture.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
import { UniformsLib } from './shaders/UniformsLib.js';
import { UniformsUtils } from './shaders/UniformsUtils.js';
import { ShaderLib } from './shaders/ShaderLib.js';
import { WebGLSpriteRenderer } from './webgl/WebGLSpriteRenderer.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
import { WebGLGeometries } from './webgl/WebGLGeometries.js';
import { WebGLLights } from './webgl/WebGLLights.js';
import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
import { WebGLState } from './webgl/WebGLState.js';
import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebVRManager } from './webvr/WebVRManager.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
import { Vector3 } from '../math/Vector3.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { Frustum } from '../math/Frustum.js';
import { Vector4 } from '../math/Vector4.js';
import { WebGLUtils } from './webgl/WebGLUtils.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 lightsArray = [];
	var shadowsArray = [];
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	var currentRenderList = null;
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	var spritesArray = [];
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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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

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		_infoRender = {
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			frame: 0,
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			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0
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		};
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	this.info = {
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		render: _infoRender,
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		memory: _infoMemory,
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		programs: null,
		autoReset: true,
		reset: resetInfo
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	};
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	function resetInfo() {
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		_infoRender.frame ++;
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;

	}

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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		if ( device && device.isPresenting ) {

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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

	};

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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

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

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program, material ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program, material );

		} );

	}

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

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

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
624 625 626 627 628

		}

		if ( object.hasNormals ) {

629
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
630

631
			if ( ! material.isMeshPhongMaterial &&
632
				! material.isMeshStandardMaterial &&
633
				! material.isMeshNormalMaterial &&
634
				material.flatShading === true ) {
M
Mr.doob 已提交
635

636
				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
M
Mr.doob 已提交
637

638
					var array = object.normalArray;
M
Mr.doob 已提交
639

640 641 642
					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
M
Mr.doob 已提交
643

644 645 646
					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
M
Mr.doob 已提交
647

648 649 650
					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
M
Mr.doob 已提交
651

652 653 654
					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
M
Mr.doob 已提交
655 656 657 658 659 660

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
661

662
			state.enableAttribute( programAttributes.normal );
663

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

		}

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

670
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
671
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
672

673
			state.enableAttribute( programAttributes.uv );
674

675
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
676 677 678

		}

R
Rich Harris 已提交
679
		if ( object.hasColors && material.vertexColors !== NoColors ) {
M
Mr.doob 已提交
680

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

684
			state.enableAttribute( programAttributes.color );
685

686
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
687 688 689

		}

690
		state.disableUnusedAttributes();
691

M
Mr.doob 已提交
692 693 694 695 696 697
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

698
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
699

700 701 702
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
703

M
Mr.doob 已提交
704
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
705
		var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
M
Mr.doob 已提交
706

M
Mr.doob 已提交
707
		var updateBuffers = false;
M
Mr.doob 已提交
708 709 710 711 712 713 714 715

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

716
		if ( object.morphTargetInfluences ) {
717

718
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
719 720 721 722 723

			updateBuffers = true;

		}

724 725
		//

726
		var index = geometry.index;
727
		var position = geometry.attributes.position;
728
		var rangeFactor = 1;
729

730 731
		if ( material.wireframe === true ) {

732
			index = geometries.getWireframeAttribute( geometry );
733
			rangeFactor = 2;
734 735 736

		}

M
Mr.doob 已提交
737
		var attribute;
M
Mr.doob 已提交
738
		var renderer = bufferRenderer;
739

740
		if ( index !== null ) {
741

M
Mr.doob 已提交
742
			attribute = attributes.get( index );
743

744
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
745
			renderer.setIndex( attribute );
746

747
		}
M
Mr.doob 已提交
748

749
		if ( updateBuffers ) {
M
Mr.doob 已提交
750

751
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
752

753
			if ( index !== null ) {
754

M
Mr.doob 已提交
755
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
756 757 758

			}

759
		}
760

761 762
		//

763
		var dataCount = Infinity;
764

M
Mr.doob 已提交
765
		if ( index !== null ) {
766

M
Mr.doob 已提交
767
			dataCount = index.count;
768

M
Mr.doob 已提交
769
		} else if ( position !== undefined ) {
770

M
Mr.doob 已提交
771
			dataCount = position.count;
772

M
Mr.doob 已提交
773
		}
774

M
Mr.doob 已提交
775 776
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
777

M
Mr.doob 已提交
778 779
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
780

M
Mr.doob 已提交
781
		var drawStart = Math.max( rangeStart, groupStart );
782
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
783 784 785

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

786 787
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
788
		//
789

790
		if ( object.isMesh ) {
791

792
			if ( material.wireframe === true ) {
793

794
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
795
				renderer.setMode( _gl.LINES );
796

797
			} else {
M
Mr.doob 已提交
798 799

				switch ( object.drawMode ) {
800

R
Rich Harris 已提交
801
					case TrianglesDrawMode:
B
Ben Adams 已提交
802 803 804
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
805
					case TriangleStripDrawMode:
B
Ben Adams 已提交
806 807 808
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
809
					case TriangleFanDrawMode:
B
Ben Adams 已提交
810 811 812 813
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
814

815
			}
816

817

818
		} else if ( object.isLine ) {
819

820
			var lineWidth = material.linewidth;
821

822
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
823

824
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
825

826
			if ( object.isLineSegments ) {
827

828
				renderer.setMode( _gl.LINES );
829

830 831 832 833
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

834
			} else {
835

836
				renderer.setMode( _gl.LINE_STRIP );
837 838

			}
M
Mr.doob 已提交
839

840
		} else if ( object.isPoints ) {
841 842

			renderer.setMode( _gl.POINTS );
843 844

		}
845

T
Takahiro 已提交
846
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
847 848 849

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
850
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
851

J
jfranc 已提交
852
			}
853 854 855

		} else {

M
Mr.doob 已提交
856
			renderer.render( drawStart, drawCount );
857

M
Mr.doob 已提交
858 859 860 861
		}

	};

862
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
863

T
Takahiro 已提交
864
		if ( geometry && geometry.isInstancedBufferGeometry ) {
B
Ben Adams 已提交
865

866
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
867

868
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
869
				return;
B
Ben Adams 已提交
870

M
Mr.doob 已提交
871 872 873
			}

		}
B
Ben Adams 已提交
874

875 876
		if ( startIndex === undefined ) startIndex = 0;

877 878
		state.initAttributes();

879
		var geometryAttributes = geometry.attributes;
880

881
		var programAttributes = program.getAttributes();
882

883
		var materialDefaultAttributeValues = material.defaultAttributeValues;
884

885
		for ( var name in programAttributes ) {
886

887
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
888

M
Mr.doob 已提交
889
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
890

891
				var geometryAttribute = geometryAttributes[ name ];
892

M
Mr.doob 已提交
893
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
894

895
					var normalized = geometryAttribute.normalized;
896
					var size = geometryAttribute.itemSize;
897

M
Mr.doob 已提交
898
					var attribute = attributes.get( geometryAttribute );
899

900 901 902 903
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
904 905 906
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
907

A
aardgoose 已提交
908
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
909

M
Mr.doob 已提交
910 911 912 913
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
914
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
915

916
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
917

M
Mr.doob 已提交
918
							if ( geometry.maxInstancedCount === undefined ) {
919

D
dubejf 已提交
920
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922
							}
B
Ben Adams 已提交
923

M
Mr.doob 已提交
924
						} else {
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
927

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

M
Mr.doob 已提交
930
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
931
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
B
Ben Adams 已提交
932

M
Mr.doob 已提交
933
					} else {
B
Ben Adams 已提交
934

A
aardgoose 已提交
935
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
936

937
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
938

M
Mr.doob 已提交
939
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
940

D
dubejf 已提交
941
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
942

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

M
Mr.doob 已提交
945 946 947 948
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
949
						}
B
Ben Adams 已提交
950

M
Mr.doob 已提交
951
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
952
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
M
Mr.doob 已提交
953

B
Ben Adams 已提交
954
					}
M
Mr.doob 已提交
955

956 957
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
958
					var value = materialDefaultAttributeValues[ name ];
959

960
					if ( value !== undefined ) {
M
Mr.doob 已提交
961

962
						switch ( value.length ) {
M
Mr.doob 已提交
963

964 965 966
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
967

968 969 970
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
971

972 973 974
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
975

976 977
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
978 979

						}
M
Mr.doob 已提交
980 981 982 983 984 985 986 987

					}

				}

			}

		}
988

989
		state.disableUnusedAttributes();
990

M
Mr.doob 已提交
991 992
	}

M
Mr.doob 已提交
993
	// Compile
M
Mr.doob 已提交
994

M
Mr.doob 已提交
995
	this.compile = function ( scene, camera ) {
996

997 998
		lightsArray.length = 0;
		shadowsArray.length = 0;
999

M
Mr.doob 已提交
1000
		scene.traverse( function ( object ) {
G
gero3 已提交
1001 1002

			if ( object.isLight ) {
M
Mr.doob 已提交
1003

1004 1005 1006 1007 1008 1009 1010
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
1011

G
gero3 已提交
1012
			}
M
Mr.doob 已提交
1013 1014 1015

		} );

1016
		lights.setup( lightsArray, shadowsArray, camera );
M
Mr.doob 已提交
1017 1018 1019 1020 1021

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1022
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1023

G
gero3 已提交
1024
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1025 1026 1027

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

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

G
gero3 已提交
1030
				} else {
M
Mr.doob 已提交
1031 1032 1033

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

G
gero3 已提交
1034
				}
M
Mr.doob 已提交
1035

G
gero3 已提交
1036
			}
M
Mr.doob 已提交
1037 1038

		} );
G
gero3 已提交
1039 1040

	};
1041

1042
	// Animation Loop
M
Mr.doob 已提交
1043

1044 1045
	var isAnimating = false;
	var onAnimationFrame = null;
1046

1047
	function start() {
1048

1049
		if ( isAnimating ) return;
1050 1051

		var device = vr.getDevice();
M
Mugen87 已提交
1052

1053
		if ( device && device.isPresenting ) {
1054 1055 1056 1057 1058 1059 1060 1061

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1062

1063
		isAnimating = true;
1064

1065
	}
1066

1067
	function loop( time ) {
1068

1069
		if ( onAnimationFrame !== null ) onAnimationFrame( time );
1070 1071

		var device = vr.getDevice();
M
Mugen87 已提交
1072

1073
		if ( device && device.isPresenting ) {
1074 1075 1076 1077 1078 1079 1080 1081

			device.requestAnimationFrame( loop );

		} else {

			window.requestAnimationFrame( loop );

		}
1082

1083 1084 1085
	}

	this.animate = function ( callback ) {
1086

1087 1088
		onAnimationFrame = callback;
		start();
1089 1090 1091

	};

M
Mr.doob 已提交
1092 1093 1094
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1095

0
06wj 已提交
1096
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1097

1098
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1099 1100 1101 1102
			return;

		}

1103 1104
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1105 1106
		// reset caching for this frame

1107
		_currentGeometryProgram = '';
1108
		_currentMaterialId = - 1;
1109
		_currentCamera = null;
M
Mr.doob 已提交
1110 1111 1112

		// update scene graph

1113
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1114 1115 1116

		// update camera matrices and frustum

1117
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1118

1119 1120 1121 1122 1123 1124
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1125 1126
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1127 1128 1129
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

1130 1131 1132
		lightsArray.length = 0;
		shadowsArray.length = 0;

1133
		spritesArray.length = 0;
M
Mr.doob 已提交
1134

T
tschw 已提交
1135
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1136
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1137

1138 1139 1140
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1141
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1142

M
Mr.doob 已提交
1143
		if ( _this.sortObjects === true ) {
1144

1145
			currentRenderList.sort();
M
Mr.doob 已提交
1146

1147 1148
		}

M
Mr.doob 已提交
1149
		//
M
Mr.doob 已提交
1150

T
tschw 已提交
1151
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1152

1153
		shadowMap.render( shadowsArray, scene, camera );
1154

1155
		lights.setup( lightsArray, shadowsArray, camera );
1156

T
tschw 已提交
1157
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1158

M
Mr.doob 已提交
1159 1160
		//

A
Atrahasis 已提交
1161
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1162

1163 1164 1165 1166 1167 1168
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1169 1170
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1171 1172
		//

1173
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1174

1175
		// render scene
M
Mr.doob 已提交
1176

1177 1178 1179
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1180 1181
		if ( scene.overrideMaterial ) {

1182
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1183

M
Mr.doob 已提交
1184 1185
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1186

M
Mr.doob 已提交
1187 1188 1189 1190
		} else {

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

M
Mr.doob 已提交
1191
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
M
Mr.doob 已提交
1192 1193 1194

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

M
Mr.doob 已提交
1195
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1196 1197 1198

		}

1199
		// custom renderers
M
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1200

1201
		spriteRenderer.render( spritesArray, scene, camera );
M
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1202 1203 1204

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

M
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1205 1206
		if ( renderTarget ) {

1207
			textures.updateRenderTargetMipmap( renderTarget );
M
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1208 1209 1210

		}

1211
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
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1212

1213 1214 1215
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1216

1217
		state.setPolygonOffset( false );
1218

1219
		scene.onAfterRender( _this, scene, camera );
1220

M
Mr.doob 已提交
1221
		if ( vr.enabled ) {
1222

M
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1223
			vr.submitFrame();
1224

M
Mr.doob 已提交
1225
		}
M
Mr.doob 已提交
1226

M
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1227 1228
		// _gl.finish();

1229 1230
		currentRenderList = null;

M
Mr.doob 已提交
1231
	};
M
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1232

1233
	/*
M
Mr.doob 已提交
1234 1235
	// TODO Duplicated code (Frustum)

1236 1237
	var _sphere = new Sphere();

T
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1238 1239 1240 1241 1242 1243 1244
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

M
Mr.doob 已提交
1245
		_sphere.copy( geometry.boundingSphere ).
1246
		applyMatrix4( object.matrixWorld );
M
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1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262

		return isSphereViewable( _sphere );

	}

	function isSpriteViewable( sprite ) {

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

		return isSphereViewable( _sphere );

	}

	function isSphereViewable( sphere ) {
T
tschw 已提交
1263 1264

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
T
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1265 1266 1267 1268

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
T
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1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280

		var planes = _this.clippingPlanes,

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

		do {

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

T
tschw 已提交
1281
		} while ( ++ i !== numPlanes );
T
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1282 1283 1284 1285

		return true;

	}
1286
	*/
T
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1287

M
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1288
	function projectObject( object, camera, sortObjects ) {
M
Mr.doob 已提交
1289

1290
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1291

1292
		var visible = object.layers.test( camera.layers );
M
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1293

1294
		if ( visible ) {
1295

1296
			if ( object.isLight ) {
M
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1297

1298 1299 1300 1301 1302 1303 1304
				lightsArray.push( object );

				if ( object.castShadow ) {

					shadowsArray.push( object );

				}
M
Mr.doob 已提交
1305

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

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

1310
					spritesArray.push( object );
M
Mr.doob 已提交
1311

1312
				}
M
Mr.doob 已提交
1313

1314
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1315

1316
				if ( sortObjects ) {
M
Mr.doob 已提交
1317

1318 1319
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1320

1321
				}
M
Mr.doob 已提交
1322

1323
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1324

1325
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1326

1327
				if ( object.isSkinnedMesh ) {
1328

1329
					object.skeleton.update();
1330

1331
				}
1332

1333
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1334

1335 1336 1337 1338 1339 1340
					if ( sortObjects ) {

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

					}
1341

1342 1343
					var geometry = objects.update( object );
					var material = object.material;
1344

1345
					if ( Array.isArray( material ) ) {
1346

1347
						var groups = geometry.groups;
1348

1349
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1350

1351 1352
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1353

1354
							if ( groupMaterial && groupMaterial.visible ) {
1355

1356 1357 1358
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
M
Mr.doob 已提交
1359

M
Mr.doob 已提交
1360
						}
M
Mr.doob 已提交
1361

1362
					} else if ( material.visible ) {
1363

1364
						currentRenderList.push( object, geometry, material, _vector3.z, null );
O
OpenShift guest 已提交
1365

1366
					}
M
Mr.doob 已提交
1367

1368
				}
M
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1369

1370
			}
M
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1371

M
Mr.doob 已提交
1372
		}
M
Mr.doob 已提交
1373

M
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1374
		var children = object.children;
M
Mr.doob 已提交
1375

M
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1376 1377
		for ( var i = 0, l = children.length; i < l; i ++ ) {

M
Mr.doob 已提交
1378
			projectObject( children[ i ], camera, sortObjects );
M
Mr.doob 已提交
1379

1380
		}
1381

1382
	}
M
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1383

1384
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1385

M
Mr.doob 已提交
1386
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1387

1388
			var renderItem = renderList[ i ];
M
Mr.doob 已提交
1389

1390
			var object = renderItem.object;
M
Mr.doob 已提交
1391 1392 1393
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1394

M
Mr.doob 已提交
1395
			if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1396

1397 1398
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1399
				var cameras = camera.cameras;
M
Mr.doob 已提交
1400

M
Mr.doob 已提交
1401
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1402

M
Mr.doob 已提交
1403
					var camera2 = cameras[ j ];
M
Mr.doob 已提交
1404

1405
					if ( object.layers.test( camera2.layers ) ) {
1406

1407
						var bounds = camera2.bounds;
1408

1409 1410 1411 1412
						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
1413

1414
						state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1415 1416 1417 1418

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

					}
M
Mr.doob 已提交
1419

M
Mr.doob 已提交
1420
				}
1421

M
Mr.doob 已提交
1422
			} else {
M
Mr.doob 已提交
1423

1424 1425
				_currentArrayCamera = null;

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

M
Mr.doob 已提交
1428
			}
M
Mr.doob 已提交
1429

1430
		}
M
Mr.doob 已提交
1431

1432
	}
G
gero3 已提交
1433

M
Mr.doob 已提交
1434 1435
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1436
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1437

M
Mr.doob 已提交
1438 1439 1440 1441 1442
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1443 1444 1445
			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

			state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
1446 1447 1448 1449 1450 1451 1452 1453 1454

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

			_currentGeometryProgram = '';

			renderObjectImmediate( object, program, material );

		} else {

M
Mugen87 已提交
1455
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1456 1457 1458

		}

M
Mr.doob 已提交
1459 1460
		object.onAfterRender( _this, scene, camera, geometry, material, group );

M
Mr.doob 已提交
1461 1462
	}

1463
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1464

1465
		var materialProperties = properties.get( material );
G
gero3 已提交
1466

T
tschw 已提交
1467
		var parameters = programCache.getParameters(
1468
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1469

G
gero3 已提交
1470
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1471

1472
		var program = materialProperties.program;
T
tschw 已提交
1473
		var programChange = true;
1474

1475
		if ( program === undefined ) {
B
Ben Adams 已提交
1476

M
Mr.doob 已提交
1477 1478
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1479

1480
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1481

M
Mr.doob 已提交
1482
			// changed glsl or parameters
1483
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1484

G
gero3 已提交
1485
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1486

T
tschw 已提交
1487
			// same glsl and uniform list
T
tschw 已提交
1488 1489
			return;

T
tschw 已提交
1490
		} else {
B
Ben Adams 已提交
1491

T
tschw 已提交
1492 1493
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1494 1495 1496

		}

1497
		if ( programChange ) {
B
Ben Adams 已提交
1498

1499
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1500

R
Rich Harris 已提交
1501
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1502

1503
				materialProperties.shader = {
1504
					name: material.type,
1505
					uniforms: UniformsUtils.clone( shader.uniforms ),
1506 1507 1508
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
Ben Adams 已提交
1509

1510
			} else {
B
Ben Adams 已提交
1511

1512
				materialProperties.shader = {
1513 1514 1515 1516 1517
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
gero3 已提交
1518

1519
			}
G
gero3 已提交
1520

1521
			material.onBeforeCompile( materialProperties.shader );
G
gero3 已提交
1522

1523
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1524

1525 1526
			materialProperties.program = program;
			material.program = program;
1527 1528 1529

		}

1530
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1531 1532 1533 1534 1535

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1536
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1537

1538
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1552
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1553

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

					material.numSupportedMorphNormals ++;

				}

			}

		}

1564
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1565

1566
		if ( ! material.isShaderMaterial &&
1567 1568
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1569

T
tschw 已提交
1570
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1571
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1572
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1573 1574 1575

		}

1576
		materialProperties.fog = fog;
1577

1578
		// store the light setup it was created for
1579

1580
		materialProperties.lightsHash = lights.state.hash;
1581

M
Mr.doob 已提交
1582
		if ( material.lights ) {
1583 1584 1585

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

1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598
			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;
1599
			// TODO (abelnation): add area lights shadow info to uniforms
1600

1601 1602
		}

T
tschw 已提交
1603 1604
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1605
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1606

T
tschw 已提交
1607
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1608

M
Mr.doob 已提交
1609
	}
M
Mr.doob 已提交
1610

1611
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1612 1613 1614

		_usedTextureUnits = 0;

1615
		var materialProperties = properties.get( material );
1616

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

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

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

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1628
				_clipping.setState(
1629 1630
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1631 1632 1633 1634 1635

			}

		}

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

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

1640
				material.needsUpdate = true;
1641

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

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

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

1648
				material.needsUpdate = true;
1649

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

				material.needsUpdate = true;

1656
			}
1657 1658 1659 1660

		}

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

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

		}

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

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

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

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

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1686

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

		}

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

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

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

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

			}

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

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

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

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

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1713
				refreshLights = true;		// remains set until update done
1714 1715

			}
M
Mr.doob 已提交
1716

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

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

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

				if ( uCamPos !== undefined ) {
1728

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

				}

			}

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

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

			}

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

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

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

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

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1758
			var skeleton = object.skeleton;
1759

T
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1760
			if ( skeleton ) {
1761

1762 1763
				var bones = skeleton.bones;

1764
				if ( capabilities.floatVertexTextures ) {
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1765

1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776
					if ( skeleton.boneTexture === undefined ) {

						// layout (1 matrix = 4 pixels)
						//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
						//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
						//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
						//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
						//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


						var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
1777
						size = _Math.ceilPowerOfTwo( size );
1778 1779 1780 1781 1782 1783
						size = Math.max( size, 4 );

						var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
						boneMatrices.set( skeleton.boneMatrices ); // copy current values

						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
1784
						boneTexture.needsUpdate = true;
1785 1786 1787 1788 1789 1790 1791

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

					}

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

T
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1795
				} else {
M
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1796

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

				}

			}

		}

		if ( refreshMaterial ) {

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

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1810
			if ( material.lights ) {
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1811

1812
				// the current material requires lighting info
M
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1813

T
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1814 1815 1816 1817 1818 1819
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
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1820

T
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1821
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1822

T
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1823
			}
G
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1824

T
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1825
			// refresh uniforms common to several materials
G
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1826

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

T
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1829
				refreshUniformsFog( m_uniforms, fog );
M
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1830 1831 1832

			}

1833
			if ( material.isMeshBasicMaterial ) {
M
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1834 1835 1836

				refreshUniformsCommon( m_uniforms, material );

1837
			} else if ( material.isMeshLambertMaterial ) {
M
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1838

1839 1840
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1841

1842
			} else if ( material.isMeshPhongMaterial ) {
M
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1843

1844
				refreshUniformsCommon( m_uniforms, material );
M
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1845

1846
				if ( material.isMeshToonMaterial ) {
M
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1847

1848
					refreshUniformsToon( m_uniforms, material );
M
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1849

1850
				} else {
1851

1852
					refreshUniformsPhong( m_uniforms, material );
1853

1854
				}
T
Takahiro 已提交
1855

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

1858
				refreshUniformsCommon( m_uniforms, material );
1859

1860
				if ( material.isMeshPhysicalMaterial ) {
1861

1862
					refreshUniformsPhysical( m_uniforms, material );
W
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1863

1864
				} else {
W
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1865

1866
					refreshUniformsStandard( m_uniforms, material );
W
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1867

1868
				}
W
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1869

1870
			} else if ( material.isMeshDepthMaterial ) {
M
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1871

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

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

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

1880
			} else if ( material.isMeshNormalMaterial ) {
M
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1881

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

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

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

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

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

M
Mr.doob 已提交
1904 1905
			}

M
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1906 1907 1908
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1909 1910
			if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
			if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
M
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1911

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

		}

M
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1916

T
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1917
		// common matrices
M
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1918

M
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1919 1920
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1921
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1922

T
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1923
		return program;
A
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1924 1925 1926

	}

M
Mr.doob 已提交
1927 1928
	// Uniforms (refresh uniforms objects)

M
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1929
	function refreshUniformsCommon( uniforms, material ) {
M
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1930 1931 1932

		uniforms.opacity.value = material.opacity;

1933 1934 1935 1936 1937
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
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1938

1939
		if ( material.emissive ) {
M
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1940

1941
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1942 1943 1944

		}

1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

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

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

		}
M
Mr.doob 已提交
1977

1978 1979 1980 1981 1982 1983 1984
		if ( material.lightMap ) {

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

		}

1985
		if ( material.aoMap ) {
1986

1987 1988
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1989 1990 1991

		}

M
Mr.doob 已提交
1992
		// uv repeat and offset setting priorities
M
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1993 1994 1995 1996 1997
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1998
		// 6. emissive map
M
Mr.doob 已提交
1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2010 2011 2012 2013
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2014 2015 2016 2017 2018 2019 2020 2021
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2022 2023 2024 2025 2026 2027 2028 2029
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2030 2031 2032 2033
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2034 2035 2036 2037
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2038 2039 2040 2041
		}

		if ( uvScaleMap !== undefined ) {

2042
			// backwards compatibility
2043
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2044 2045 2046 2047 2048

				uvScaleMap = uvScaleMap.texture;

			}

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2049
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2050

T
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2051 2052 2053 2054
				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;
				var rotation = uvScaleMap.rotation;
				var center = uvScaleMap.center;
M
Mr.doob 已提交
2055

T
Tentone 已提交
2056
				uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
M
Mr.doob 已提交
2057

W
WestLangley 已提交
2058
			}
2059

2060
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2061 2062 2063

		}

M
Mr.doob 已提交
2064
	}
M
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2065

M
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2066
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2067 2068 2069 2070

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

M
Mr.doob 已提交
2071
	}
M
Mr.doob 已提交
2072

M
Mr.doob 已提交
2073
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2074 2075 2076 2077 2078

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

M
Mr.doob 已提交
2079
	}
M
Mr.doob 已提交
2080

M
Mr.doob 已提交
2081
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2082

2083
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2084
		uniforms.opacity.value = material.opacity;
2085
		uniforms.size.value = material.size * _pixelRatio;
2086
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2087 2088 2089

		uniforms.map.value = material.map;

2090 2091
		if ( material.map !== null ) {

W
WestLangley 已提交
2092
			if ( material.map.matrixAutoUpdate === true ) {
2093

T
Tentone 已提交
2094 2095 2096 2097
				var offset = material.map.offset;
				var repeat = material.map.repeat;
				var rotation = material.map.rotation;
				var center = material.map.center;
2098

T
Tentone 已提交
2099
				material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y );
W
WestLangley 已提交
2100 2101

			}
2102

2103
			uniforms.uvTransform.value.copy( material.map.matrix );
2104 2105 2106

		}

M
Mr.doob 已提交
2107
	}
M
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2108

M
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2109
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2110 2111 2112

		uniforms.fogColor.value = fog.color;

2113
		if ( fog.isFog ) {
M
Mr.doob 已提交
2114 2115 2116 2117

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

2118
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2119 2120 2121 2122 2123

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2124
	}
M
Mr.doob 已提交
2125

M
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2126
	function refreshUniformsLambert( uniforms, material ) {
2127 2128 2129 2130 2131 2132 2133 2134 2135

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
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2136
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2137

2138
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2139
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2140

2141
		if ( material.emissiveMap ) {
2142

2143
			uniforms.emissiveMap.value = material.emissiveMap;
2144

2145
		}
M
Mr.doob 已提交
2146

2147 2148 2149 2150
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
2151

2152
		}
M
Mr.doob 已提交
2153

2154 2155 2156 2157 2158 2159
		if ( material.normalMap ) {

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

		}
M
Mr.doob 已提交
2160

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

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

2167
		}
2168

T
Takahiro 已提交
2169 2170 2171 2172 2173 2174
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

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

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

		}

2181 2182
	}

M
Mr.doob 已提交
2183
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2237
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2238

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

W
WestLangley 已提交
2242 2243 2244 2245
		refreshUniformsStandard( uniforms, material );

	}

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

	}

2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		if ( material.displacementMap ) {

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

		}

	}

2300 2301
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2302
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2303

M
Mr.doob 已提交
2304
		uniforms.ambientLightColor.needsUpdate = value;
2305

B
Ben Houston 已提交
2306 2307 2308
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2309
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2310
		uniforms.hemisphereLights.needsUpdate = value;
2311

M
Mr.doob 已提交
2312
	}
2313

M
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2314 2315
	// Textures

T
tschw 已提交
2316 2317 2318 2319 2320 2321
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2322
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2323 2324 2325 2326 2327 2328 2329 2330 2331

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2332
	this.allocTextureUnit = allocTextureUnit;
T
tschw 已提交
2333

2334
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2335
	this.setTexture2D = ( function () {
T
tschw 已提交
2336

2337
		var warned = false;
T
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2338

2339
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2340
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2341

T
Takahiro 已提交
2342
			if ( texture && texture.isWebGLRenderTarget ) {
T
tschw 已提交
2343

2344
				if ( ! warned ) {
T
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2345

2346 2347
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2348

2349
				}
T
tschw 已提交
2350

2351
				texture = texture.texture;
T
tschw 已提交
2352

2353
			}
T
tschw 已提交
2354

2355
			textures.setTexture2D( texture, slot );
T
tschw 已提交
2356

2357
		};
T
tschw 已提交
2358

2359
	}() );
T
tschw 已提交
2360

M
Mr.doob 已提交
2361
	this.setTexture = ( function () {
2362 2363 2364

		var warned = false;

W
WestLangley 已提交
2365
		return function setTexture( texture, slot ) {
2366 2367 2368 2369 2370 2371 2372 2373

			if ( ! warned ) {

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

			}

2374
			textures.setTexture2D( texture, slot );
2375 2376 2377 2378 2379

		};

	}() );

M
Mr.doob 已提交
2380
	this.setTextureCube = ( function () {
2381 2382 2383

		var warned = false;

W
WestLangley 已提交
2384
		return function setTextureCube( texture, slot ) {
2385 2386

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2387
			if ( texture && texture.isWebGLRenderTargetCube ) {
2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401

				if ( ! warned ) {

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

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
Takahiro 已提交
2402
			if ( ( texture && texture.isCubeTexture ) ||
2403
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2404 2405 2406 2407

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2408
				textures.setTextureCube( texture, slot );
2409 2410 2411 2412 2413

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2414
				textures.setTextureCubeDynamic( texture, slot );
2415 2416 2417 2418 2419 2420

			}

		};

	}() );
T
tschw 已提交
2421

2422
	this.getRenderTarget = function () {
2423 2424 2425

		return _currentRenderTarget;

M
Michael Herzog 已提交
2426
	};
2427

2428
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2429

2430 2431
		_currentRenderTarget = renderTarget;

2432
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2433

2434
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2435 2436 2437

		}

M
Mr.doob 已提交
2438
		var framebuffer = null;
M
Mr.doob 已提交
2439
		var isCube = false;
M
Mr.doob 已提交
2440 2441 2442

		if ( renderTarget ) {

M
Mr.doob 已提交
2443
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2444

M
Mr.doob 已提交
2445
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2446

M
Mr.doob 已提交
2447
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2448
				isCube = true;
M
Mr.doob 已提交
2449 2450 2451

			} else {

M
Mr.doob 已提交
2452
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2453 2454 2455

			}

M
Mr.doob 已提交
2456
			_currentViewport.copy( renderTarget.viewport );
2457 2458
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2459

M
Mr.doob 已提交
2460 2461
		} else {

M
Mr.doob 已提交
2462
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2463
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2464
			_currentScissorTest = _scissorTest;
2465

M
Mr.doob 已提交
2466 2467
		}

M
Mr.doob 已提交
2468
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2469 2470 2471 2472 2473 2474

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

		}

M
Mr.doob 已提交
2475
		state.viewport( _currentViewport );
2476 2477
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2478

M
Mr.doob 已提交
2479 2480 2481
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2482
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
Mr.doob 已提交
2483 2484 2485

		}

M
Mr.doob 已提交
2486 2487
	};

M
Mr.doob 已提交
2488
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2489

0
06wj 已提交
2490
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2491

2492
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2493
			return;
2494

G
gero3 已提交
2495
		}
2496

M
Mr.doob 已提交
2497
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2498

M
Mr.doob 已提交
2499
		if ( framebuffer ) {
2500

G
gero3 已提交
2501
			var restore = false;
2502

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

M
Mr.doob 已提交
2505
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2506

G
gero3 已提交
2507
				restore = true;
2508

G
gero3 已提交
2509
			}
2510

M
Mr.doob 已提交
2511
			try {
2512

M
Mr.doob 已提交
2513
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2514 2515
				var textureFormat = texture.format;
				var textureType = texture.type;
2516

2517
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2518

M
Mr.doob 已提交
2519 2520
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2521

M
Mr.doob 已提交
2522
				}
2523

2524
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
2525 2526
					! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
2527

M
Mr.doob 已提交
2528 2529
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2530

M
Mr.doob 已提交
2531
				}
2532

M
Mr.doob 已提交
2533
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2534

2535 2536
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2537
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2538

2539
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2540 2541

					}
2542

M
Mr.doob 已提交
2543
				} else {
M
Mr.doob 已提交
2544

M
Mr.doob 已提交
2545 2546 2547
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2548

M
Mr.doob 已提交
2549
			} finally {
M
Mr.doob 已提交
2550

M
Mr.doob 已提交
2551 2552 2553
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2554

M
Mr.doob 已提交
2555 2556 2557
				}

			}
M
Mr.doob 已提交
2558 2559 2560

		}

M
Mr.doob 已提交
2561 2562
	};

2563
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2564 2565 2566 2567 2568 2569 2570

		var width = texture.image.width;
		var height = texture.image.height;
		var internalFormat = utils.convert( texture.format );

		this.setTexture2D( texture, 0 );

2571
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, internalFormat, position.x, position.y, width, height, 0 );
2572 2573 2574

	};

M
Mr.doob 已提交
2575
}
R
Rich Harris 已提交
2576

T
Tristan VALCKE 已提交
2577

2578
export { WebGLRenderer };