WebGLRenderer.js 62.2 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';
import { UniformsUtils } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { 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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	}

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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 );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator ) ? 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 () {

		return {
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			width: _width,
			height: _height
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		};

	};

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

		}

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		_width = width;
		_height = height;

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

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	this.getDrawingBufferSize = function () {

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

	};

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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

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

	};

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

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

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

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

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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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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		}

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program ) {
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		object.render( function ( object ) {

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			_this.renderBufferImmediate( object, program );
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		} );

	}

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	this.renderBufferImmediate = function ( object, program ) {
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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 );
601

602 603
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
604 605 606 607 608

		}

		if ( object.hasNormals ) {

609
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
610
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
611

612 613
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
614 615 616

		}

617
		if ( object.hasUvs ) {
M
Mr.doob 已提交
618

619
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
620
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
621

622
			state.enableAttribute( programAttributes.uv );
623
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
624 625 626

		}

627
		if ( object.hasColors ) {
M
Mr.doob 已提交
628

629
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
630
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
631

632 633
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
634 635 636

		}

637
		state.disableUnusedAttributes();
638

M
Mr.doob 已提交
639 640 641 642 643 644
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

645
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
646

647
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
648 649

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
650

M
Mr.doob 已提交
651
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
652

M
Mr.doob 已提交
653
		var updateBuffers = false;
M
Mr.doob 已提交
654

655 656 657
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
658

M
Mr.doob 已提交
659 660
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
661
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
662 663 664 665
			updateBuffers = true;

		}

666
		if ( object.morphTargetInfluences ) {
667

668
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
669 670 671 672 673

			updateBuffers = true;

		}

674 675
		//

676
		var index = geometry.index;
677
		var position = geometry.attributes.position;
678
		var rangeFactor = 1;
679

680 681
		if ( material.wireframe === true ) {

682
			index = geometries.getWireframeAttribute( geometry );
683
			rangeFactor = 2;
684 685 686

		}

M
Mr.doob 已提交
687
		var attribute;
M
Mr.doob 已提交
688
		var renderer = bufferRenderer;
689

690
		if ( index !== null ) {
691

M
Mr.doob 已提交
692
			attribute = attributes.get( index );
693

694
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
695
			renderer.setIndex( attribute );
696

697
		}
M
Mr.doob 已提交
698

699
		if ( updateBuffers ) {
M
Mr.doob 已提交
700

701
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
702

703
			if ( index !== null ) {
704

M
Mr.doob 已提交
705
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
706 707 708

			}

709
		}
710

711 712
		//

713
		var dataCount = Infinity;
714

M
Mr.doob 已提交
715
		if ( index !== null ) {
716

M
Mr.doob 已提交
717
			dataCount = index.count;
718

M
Mr.doob 已提交
719
		} else if ( position !== undefined ) {
720

M
Mr.doob 已提交
721
			dataCount = position.count;
722

M
Mr.doob 已提交
723
		}
724

M
Mr.doob 已提交
725 726
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
727

M
Mr.doob 已提交
728 729
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
730

M
Mr.doob 已提交
731
		var drawStart = Math.max( rangeStart, groupStart );
732
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
733 734 735

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

736 737
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
738
		//
739

740
		if ( object.isMesh ) {
741

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

744
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
745
				renderer.setMode( _gl.LINES );
746

747
			} else {
M
Mr.doob 已提交
748 749

				switch ( object.drawMode ) {
750

R
Rich Harris 已提交
751
					case TrianglesDrawMode:
B
Ben Adams 已提交
752 753 754
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
755
					case TriangleStripDrawMode:
B
Ben Adams 已提交
756 757 758
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
759
					case TriangleFanDrawMode:
B
Ben Adams 已提交
760 761 762 763
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
764

765
			}
766

767

768
		} else if ( object.isLine ) {
769

770
			var lineWidth = material.linewidth;
771

772
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
773

774
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
775

776
			if ( object.isLineSegments ) {
777

778
				renderer.setMode( _gl.LINES );
779

780 781 782 783
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

784
			} else {
785

786
				renderer.setMode( _gl.LINE_STRIP );
787 788

			}
M
Mr.doob 已提交
789

790
		} else if ( object.isPoints ) {
791 792

			renderer.setMode( _gl.POINTS );
793

794 795 796 797
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

798
		}
799

T
Takahiro 已提交
800
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
801 802 803

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
804
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
805

J
jfranc 已提交
806
			}
807 808 809

		} else {

M
Mr.doob 已提交
810
			renderer.render( drawStart, drawCount );
811

M
Mr.doob 已提交
812 813 814 815
		}

	};

816
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
817

T
Takahiro 已提交
818
		if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
819

820
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
821

822
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
823
				return;
B
Ben Adams 已提交
824

M
Mr.doob 已提交
825 826 827
			}

		}
B
Ben Adams 已提交
828

829 830
		state.initAttributes();

831
		var geometryAttributes = geometry.attributes;
832

833
		var programAttributes = program.getAttributes();
834

835
		var materialDefaultAttributeValues = material.defaultAttributeValues;
836

837
		for ( var name in programAttributes ) {
838

839
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
840

M
Mr.doob 已提交
841
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
842

843
				var geometryAttribute = geometryAttributes[ name ];
844

M
Mr.doob 已提交
845
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
846

847
					var normalized = geometryAttribute.normalized;
848
					var size = geometryAttribute.itemSize;
849

M
Mr.doob 已提交
850
					var attribute = attributes.get( geometryAttribute );
851

852 853 854 855
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
856 857 858
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
859

A
aardgoose 已提交
860
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
861

M
Mr.doob 已提交
862 863 864 865
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
866
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
867

868
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
869

M
Mr.doob 已提交
870
							if ( geometry.maxInstancedCount === undefined ) {
871

D
dubejf 已提交
872
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
873

M
Mr.doob 已提交
874
							}
B
Ben Adams 已提交
875

M
Mr.doob 已提交
876
						} else {
B
Ben Adams 已提交
877

M
Mr.doob 已提交
878
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
879

M
Mr.doob 已提交
880
						}
B
Ben Adams 已提交
881

M
Mr.doob 已提交
882
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
883
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
884

M
Mr.doob 已提交
885
					} else {
B
Ben Adams 已提交
886

A
aardgoose 已提交
887
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
888

889
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
892

D
dubejf 已提交
893
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
894

M
Mr.doob 已提交
895
							}
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897 898 899 900
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
901
						}
B
Ben Adams 已提交
902

M
Mr.doob 已提交
903
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
904
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
905

B
Ben Adams 已提交
906
					}
M
Mr.doob 已提交
907

908 909
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
910
					var value = materialDefaultAttributeValues[ name ];
911

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

914
						switch ( value.length ) {
M
Mr.doob 已提交
915

916 917 918
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
919

920 921 922
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
923

924 925 926
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
927

928 929
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
930 931

						}
M
Mr.doob 已提交
932 933 934 935 936 937 938 939

					}

				}

			}

		}
940

941
		state.disableUnusedAttributes();
942

M
Mr.doob 已提交
943 944
	}

M
Mr.doob 已提交
945
	// Compile
M
Mr.doob 已提交
946

M
Mr.doob 已提交
947
	this.compile = function ( scene, camera ) {
948

M
Mr.doob 已提交
949
		currentRenderState = renderStates.get( scene, camera );
950
		currentRenderState.init();
951

M
Mr.doob 已提交
952
		scene.traverse( function ( object ) {
G
gero3 已提交
953 954

			if ( object.isLight ) {
M
Mr.doob 已提交
955

956
				currentRenderState.pushLight( object );
957 958 959

				if ( object.castShadow ) {

960
					currentRenderState.pushShadow( object );
961 962

				}
M
Mr.doob 已提交
963

G
gero3 已提交
964
			}
M
Mr.doob 已提交
965 966 967

		} );

968
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
969 970 971 972 973

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
974
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
975

G
gero3 已提交
976
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
977 978 979

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

G
gero3 已提交
980
					}
M
Mr.doob 已提交
981

G
gero3 已提交
982
				} else {
M
Mr.doob 已提交
983 984 985

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

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

G
gero3 已提交
988
			}
M
Mr.doob 已提交
989 990

		} );
G
gero3 已提交
991 992

	};
993

994
	// Animation Loop
M
Mr.doob 已提交
995

M
Mr.doob 已提交
996
	var onAnimationFrameCallback = null;
997

998
	function onAnimationFrame( time ) {
999

M
Mr.doob 已提交
1000
		if ( vr.isPresenting() ) return;
1001
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1002

1003
	}
1004

M
Mr.doob 已提交
1005 1006
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1007 1008

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1009

1010
	this.setAnimationLoop = function ( callback ) {
1011

M
Mr.doob 已提交
1012 1013
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1014

1015 1016
		animation.start();

1017 1018
	};

M
Mr.doob 已提交
1019 1020 1021
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1022

0
06wj 已提交
1023
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1024

1025
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1026 1027 1028 1029
			return;

		}

1030 1031
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1032 1033
		// reset caching for this frame

M
Mr.doob 已提交
1034 1035
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1036
		_currentGeometryProgram.wireframe = false;
1037
		_currentMaterialId = - 1;
1038
		_currentCamera = null;
M
Mr.doob 已提交
1039 1040 1041

		// update scene graph

1042
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1043 1044 1045

		// update camera matrices and frustum

1046
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1047

1048 1049 1050 1051 1052 1053
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1054 1055
		//

1056 1057
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1058

1059 1060
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1061 1062 1063
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1064
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1065
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1066

1067 1068 1069
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

M
Mr.doob 已提交
1070
		projectObject( scene, camera, _this.sortObjects );
M
Mr.doob 已提交
1071

M
Mr.doob 已提交
1072
		if ( _this.sortObjects === true ) {
1073

1074
			currentRenderList.sort();
M
Mr.doob 已提交
1075

1076 1077
		}

M
Mr.doob 已提交
1078
		//
M
Mr.doob 已提交
1079

T
tschw 已提交
1080
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1081

1082
		var shadowsArray = currentRenderState.state.shadowsArray;
1083

1084
		shadowMap.render( shadowsArray, scene, camera );
1085

1086
		currentRenderState.setupLights( camera );
1087

T
tschw 已提交
1088
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1089

M
Mr.doob 已提交
1090 1091
		//

A
Atrahasis 已提交
1092
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1093

1094 1095 1096 1097 1098 1099
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1100 1101
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1102 1103
		//

1104
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1105

1106
		// render scene
M
Mr.doob 已提交
1107

1108 1109 1110
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1111 1112
		if ( scene.overrideMaterial ) {

1113
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1114

M
Mr.doob 已提交
1115 1116
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1117

M
Mr.doob 已提交
1118 1119
		} else {

1120 1121
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1122
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1123 1124 1125

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

M
Mr.doob 已提交
1126
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1127

1128
		}
M
Mr.doob 已提交
1129 1130 1131

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

M
Mr.doob 已提交
1132 1133
		if ( renderTarget ) {

1134
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1135 1136 1137

		}

1138
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1139

1140 1141 1142
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1143

1144
		state.setPolygonOffset( false );
1145

1146
		scene.onAfterRender( _this, scene, camera );
1147

M
Mr.doob 已提交
1148
		if ( vr.enabled ) {
1149

1150
			vr.submitFrame();
1151

M
Mr.doob 已提交
1152
		}
M
Mr.doob 已提交
1153

M
Mr.doob 已提交
1154 1155
		// _gl.finish();

1156
		currentRenderList = null;
1157
		currentRenderState = null;
1158

M
Mr.doob 已提交
1159
	};
M
Mr.doob 已提交
1160

1161
	/*
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1162 1163
	// TODO Duplicated code (Frustum)

1164 1165
	var _sphere = new Sphere();

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1166 1167 1168 1169 1170 1171 1172
	function isObjectViewable( object ) {

		var geometry = object.geometry;

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

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1173
		_sphere.copy( geometry.boundingSphere ).
1174
		applyMatrix4( object.matrixWorld );
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1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190

		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 ) {
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1191 1192

		if ( ! _frustum.intersectsSphere( sphere ) ) return false;
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1193 1194 1195 1196

		var numPlanes = _clipping.numPlanes;

		if ( numPlanes === 0 ) return true;
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1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208

		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;

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1209
		} while ( ++ i !== numPlanes );
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1210 1211 1212 1213

		return true;

	}
1214
	*/
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1215

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1216
	function projectObject( object, camera, sortObjects ) {
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1217

1218
		if ( object.visible === false ) return;
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1219

1220
		var visible = object.layers.test( camera.layers );
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1221

1222
		if ( visible ) {
1223

1224
			if ( object.isLight ) {
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1225

1226
				currentRenderState.pushLight( object );
1227 1228 1229

				if ( object.castShadow ) {

1230
					currentRenderState.pushShadow( object );
1231 1232

				}
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1233

1234
			} else if ( object.isSprite ) {
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1235

1236
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1237

1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248
					if ( sortObjects ) {

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

					}

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

					currentRenderList.push( object, geometry, material, _vector3.z, null );
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1249

1250
				}
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1251

1252
			} else if ( object.isImmediateRenderObject ) {
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1253

1254
				if ( sortObjects ) {
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1255

1256 1257
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
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1258

1259
				}
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1260

1261
				currentRenderList.push( object, null, object.material, _vector3.z, null );
1262

1263
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1264

1265
				if ( object.isSkinnedMesh ) {
1266

1267
					object.skeleton.update();
1268

1269
				}
1270

1271
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1272

1273 1274 1275 1276 1277 1278
					if ( sortObjects ) {

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

					}
1279

1280 1281
					var geometry = objects.update( object );
					var material = object.material;
1282

1283
					if ( Array.isArray( material ) ) {
1284

1285
						var groups = geometry.groups;
1286

1287
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
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1288

1289 1290
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1291

1292
							if ( groupMaterial && groupMaterial.visible ) {
1293

1294 1295 1296
								currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

							}
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1297

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1298
						}
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1299

1300
					} else if ( material.visible ) {
1301

1302
						currentRenderList.push( object, geometry, material, _vector3.z, null );
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1304
					}
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1305

1306
				}
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1307

1308
			}
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1309

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		}
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1311

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1312
		var children = object.children;
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1313

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1314 1315
		for ( var i = 0, l = children.length; i < l; i ++ ) {

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1316
			projectObject( children[ i ], camera, sortObjects );
M
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1317

1318
		}
1319

1320
	}
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1322
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
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1323

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1324
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1325

1326
			var renderItem = renderList[ i ];
M
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1327

1328
			var object = renderItem.object;
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1329 1330 1331
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
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1332

M
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1333
			if ( camera.isArrayCamera ) {
M
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1334

1335 1336
				_currentArrayCamera = camera;

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1337
				var cameras = camera.cameras;
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1338

M
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1339
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
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1340

M
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1341
					var camera2 = cameras[ j ];
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1342

1343
					if ( object.layers.test( camera2.layers ) ) {
1344

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1345 1346 1347 1348 1349 1350 1351
						if ( 'viewport' in camera2 ) { // XR

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

						} else {

							var bounds = camera2.bounds;
1352

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1353 1354 1355 1356
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
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1357

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1358 1359 1360
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1361

1362 1363
						currentRenderState.setupLights( camera2 );

1364 1365 1366
						renderObject( object, scene, camera2, geometry, material, group );

					}
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1367

M
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1368
				}
1369

M
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1370
			} else {
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1371

1372 1373
				_currentArrayCamera = null;

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1374
				renderObject( object, scene, camera, geometry, material, group );
M
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1375

M
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1376
			}
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1377

1378
		}
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1379

1380
	}
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1381

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1382 1383
	function renderObject( object, scene, camera, geometry, material, group ) {

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1384
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1385
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1386

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1387 1388 1389 1390 1391
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1392
			state.setMaterial( material );
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1393 1394 1395

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

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1396 1397
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1398
			_currentGeometryProgram.wireframe = false;
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1399

M
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1400
			renderObjectImmediate( object, program );
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1401 1402 1403

		} else {

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1404
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
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1405 1406 1407

		}

M
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1408
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1409
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
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1410

M
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1411 1412
	}

1413
	function initMaterial( material, fog, object ) {
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1414

1415
		var materialProperties = properties.get( material );
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1416

1417 1418
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1419

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1420 1421 1422
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
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1423
		var parameters = programCache.getParameters(
1424
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
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1425

G
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1426
		var code = programCache.getProgramCode( material, parameters );
G
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1427

1428
		var program = materialProperties.program;
T
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1429
		var programChange = true;
1430

1431
		if ( program === undefined ) {
B
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1432

M
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1433 1434
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
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1435

1436
		} else if ( program.code !== code ) {
B
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1437

M
Mr.doob 已提交
1438
			// changed glsl or parameters
1439
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1440

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1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455
		} 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;
1456 1457 1458

			programChange = false;

G
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1459
		} else if ( parameters.shaderID !== undefined ) {
B
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1460

T
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1461
			// same glsl and uniform list
T
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1462 1463
			return;

T
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1464
		} else {
B
Ben Adams 已提交
1465

T
tschw 已提交
1466 1467
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1468 1469 1470

		}

1471
		if ( programChange ) {
B
Ben Adams 已提交
1472

1473
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1474

R
Rich Harris 已提交
1475
				var shader = ShaderLib[ parameters.shaderID ];
B
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1476

1477
				materialProperties.shader = {
1478
					name: material.type,
1479
					uniforms: UniformsUtils.clone( shader.uniforms ),
1480
					vertexShader: shader.vertexShader,
1481
					fragmentShader: shader.fragmentShader
1482
				};
B
Ben Adams 已提交
1483

1484
			} else {
B
Ben Adams 已提交
1485

1486
				materialProperties.shader = {
1487 1488 1489
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1490
					fragmentShader: material.fragmentShader
1491
				};
G
gero3 已提交
1492

1493
			}
G
gero3 已提交
1494

1495
			material.onBeforeCompile( materialProperties.shader, _this );
G
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1496

1497
			// Computing code again as onBeforeCompile may have changed the shaders
1498 1499
			code = programCache.getProgramCode( material, parameters );

1500
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1501

1502 1503
			materialProperties.program = program;
			material.program = program;
1504 1505 1506

		}

1507
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1508 1509 1510 1511 1512

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1513
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1514

1515
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
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1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1529
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
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1530

1531
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
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1532 1533 1534 1535 1536 1537 1538 1539 1540

					material.numSupportedMorphNormals ++;

				}

			}

		}

1541
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1542

1543
		if ( ! material.isShaderMaterial &&
1544 1545
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1546

T
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1547
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1548
			materialProperties.numIntersection = _clipping.numIntersection;
T
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1549
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1550 1551 1552

		}

1553
		materialProperties.fog = fog;
1554

1555
		// store the light setup it was created for
M
Mr.doob 已提交
1556
		if ( lightsHash === undefined ) {
1557

M
Mr.doob 已提交
1558
			materialProperties.lightsHash = lightsHash = {};
1559 1560 1561

		}

M
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1562 1563 1564 1565 1566 1567 1568
		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;
1569

M
Mr.doob 已提交
1570
		if ( material.lights ) {
1571 1572 1573

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

1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586
			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;
1587
			// TODO (abelnation): add area lights shadow info to uniforms
1588

1589 1590
		}

T
tschw 已提交
1591 1592
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1593
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1594

T
tschw 已提交
1595
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1596

M
Mr.doob 已提交
1597
	}
M
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1598

1599
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1600 1601 1602

		_usedTextureUnits = 0;

1603
		var materialProperties = properties.get( material );
1604
		var lights = currentRenderState.state.lights;
1605

M
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1606 1607 1608
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1609 1610 1611 1612 1613
		if ( _clippingEnabled ) {

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

				var useCache =
1614 1615
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1616 1617 1618 1619

				// 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
1620
				_clipping.setState(
1621 1622
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1623 1624 1625 1626 1627

			}

		}

1628
		if ( material.needsUpdate === false ) {
1629

1630
			if ( materialProperties.program === undefined ) {
1631

1632
				material.needsUpdate = true;
1633

1634
			} else if ( material.fog && materialProperties.fog !== fog ) {
1635

M
Mr.doob 已提交
1636
				material.needsUpdate = true;
1637

M
Mr.doob 已提交
1638 1639 1640 1641 1642 1643 1644
			} 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 ) ) {
1645

1646
				material.needsUpdate = true;
1647

1648
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1649
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1650
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1651 1652 1653

				material.needsUpdate = true;

1654
			}
1655 1656 1657 1658

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1659

1660
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1661 1662 1663 1664
			material.needsUpdate = false;

		}

1665
		var refreshProgram = false;
M
Mr.doob 已提交
1666
		var refreshMaterial = false;
1667
		var refreshLights = false;
M
Mr.doob 已提交
1668

1669
		var program = materialProperties.program,
1670
			p_uniforms = program.getUniforms(),
1671
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1672

1673
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1674

1675
			refreshProgram = true;
M
Mr.doob 已提交
1676
			refreshMaterial = true;
1677
			refreshLights = true;
M
Mr.doob 已提交
1678 1679 1680 1681 1682 1683

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1684

M
Mr.doob 已提交
1685 1686 1687 1688
			refreshMaterial = true;

		}

1689
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1690

M
Mr.doob 已提交
1691
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1692

G
gero3 已提交
1693
			if ( capabilities.logarithmicDepthBuffer ) {
1694

T
tschw 已提交
1695
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1696
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1697 1698 1699

			}

1700
			if ( _currentCamera !== camera ) {
1701

1702
				_currentCamera = camera;
1703 1704 1705 1706 1707 1708

				// 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
1709
				refreshLights = true;		// remains set until update done
1710 1711

			}
M
Mr.doob 已提交
1712

1713 1714 1715
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1716
			if ( material.isShaderMaterial ||
1717 1718 1719
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1720

T
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1721 1722 1723
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1724

T
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1725
					uCamPos.setValue( _gl,
1726
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1727 1728 1729 1730 1731

				}

			}

1732
			if ( material.isMeshPhongMaterial ||
1733 1734 1735 1736
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1737
				material.skinning ) {
1738

T
tschw 已提交
1739
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1740 1741 1742

			}

M
Mr.doob 已提交
1743 1744 1745 1746 1747 1748
		}

		// 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

1749
		if ( material.skinning ) {
M
Mr.doob 已提交
1750

T
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1751 1752
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1753

T
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1754
			var skeleton = object.skeleton;
1755

T
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1756
			if ( skeleton ) {
1757

1758 1759
				var bones = skeleton.bones;

1760
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1761

1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772
					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
1773
						size = _Math.ceilPowerOfTwo( size );
1774 1775 1776 1777 1778 1779
						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 );
1780
						boneTexture.needsUpdate = true;
1781 1782 1783 1784 1785 1786 1787

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

					}

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1788 1789
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1790

T
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1791
				} else {
M
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1792

T
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1793
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1794 1795 1796 1797 1798 1799 1800 1801 1802

				}

			}

		}

		if ( refreshMaterial ) {

1803 1804 1805
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1806
			if ( material.lights ) {
M
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1807

1808
				// the current material requires lighting info
M
Mr.doob 已提交
1809

T
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1810 1811 1812 1813 1814 1815
				// 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
1816

T
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1817
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1818

T
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1819
			}
G
gero3 已提交
1820

T
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1821
			// refresh uniforms common to several materials
G
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1822

T
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1823
			if ( fog && material.fog ) {
G
gero3 已提交
1824

T
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1825
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1826 1827 1828

			}

1829
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1830 1831 1832

				refreshUniformsCommon( m_uniforms, material );

1833
			} else if ( material.isMeshLambertMaterial ) {
M
Mr.doob 已提交
1834

1835 1836
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
1837

1838
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1839

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

1842
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1843

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

1846
				} else {
1847

1848
					refreshUniformsPhong( m_uniforms, material );
1849

1850
				}
T
Takahiro 已提交
1851

1852
			} else if ( material.isMeshStandardMaterial ) {
T
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1853

1854
				refreshUniformsCommon( m_uniforms, material );
1855

1856
				if ( material.isMeshPhysicalMaterial ) {
1857

1858
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1859

1860
				} else {
W
WestLangley 已提交
1861

1862
					refreshUniformsStandard( m_uniforms, material );
W
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1863

1864
				}
W
WestLangley 已提交
1865

W
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1866 1867 1868 1869 1870 1871
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1872
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1873

1874
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1875
				refreshUniformsDepth( m_uniforms, material );
1876

W
WestLangley 已提交
1877
			} else if ( material.isMeshDistanceMaterial ) {
1878

1879
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1880
				refreshUniformsDistance( m_uniforms, material );
1881

1882
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1883

1884
				refreshUniformsCommon( m_uniforms, material );
1885
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1886

1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1901 1902 1903 1904
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1905 1906 1907 1908 1909
			} else if ( material.isShadowMaterial ) {

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

M
Mr.doob 已提交
1910 1911
			}

M
Mr.doob 已提交
1912 1913 1914
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1915 1916
			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
1917

1918
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1919 1920 1921

		}

1922 1923 1924 1925 1926 1927
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

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

		}
M
Mr.doob 已提交
1928

1929 1930 1931 1932 1933 1934
		if ( material.isSpriteMaterial ) {

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

		}

T
tschw 已提交
1935
		// common matrices
M
Mr.doob 已提交
1936

M
Mr.doob 已提交
1937 1938
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
tschw 已提交
1939
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1940

T
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1941
		return program;
A
arose 已提交
1942 1943 1944

	}

M
Mr.doob 已提交
1945 1946
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
1947
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1948 1949 1950

		uniforms.opacity.value = material.opacity;

1951 1952 1953 1954 1955
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
M
Mr.doob 已提交
1956

1957
		if ( material.emissive ) {
M
Mr.doob 已提交
1958

1959
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1960 1961 1962

		}

1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993
		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;

1994
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1995

1996
		}
M
Mr.doob 已提交
1997

1998 1999 2000 2001 2002 2003 2004
		if ( material.lightMap ) {

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

		}

2005
		if ( material.aoMap ) {
2006

2007 2008
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2009 2010 2011

		}

M
Mr.doob 已提交
2012
		// uv repeat and offset setting priorities
M
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2013 2014 2015 2016 2017
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2018
		// 6. emissive map
M
Mr.doob 已提交
2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

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

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2034 2035 2036 2037 2038 2039 2040 2041
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2042 2043 2044 2045 2046 2047 2048 2049
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2050 2051 2052 2053
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2054 2055 2056 2057
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2058 2059 2060 2061
		}

		if ( uvScaleMap !== undefined ) {

2062
			// backwards compatibility
2063
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2064 2065 2066 2067 2068

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2069
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2070

W
WestLangley 已提交
2071
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2072

W
WestLangley 已提交
2073
			}
2074

2075
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2076 2077 2078

		}

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

M
Mr.doob 已提交
2081
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2082 2083 2084 2085

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

M
Mr.doob 已提交
2086
	}
M
Mr.doob 已提交
2087

M
Mr.doob 已提交
2088
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2089 2090 2091 2092 2093

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

M
Mr.doob 已提交
2094
	}
M
Mr.doob 已提交
2095

M
Mr.doob 已提交
2096
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2097

2098
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2099
		uniforms.opacity.value = material.opacity;
2100
		uniforms.size.value = material.size * _pixelRatio;
2101
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2102 2103 2104

		uniforms.map.value = material.map;

2105 2106
		if ( material.map !== null ) {

W
WestLangley 已提交
2107
			if ( material.map.matrixAutoUpdate === true ) {
2108

W
WestLangley 已提交
2109
				material.map.updateMatrix();
W
WestLangley 已提交
2110 2111

			}
2112

2113
			uniforms.uvTransform.value.copy( material.map.matrix );
2114 2115 2116

		}

2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137
	}

	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
2138
	}
M
Mr.doob 已提交
2139

M
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2140
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2141 2142 2143

		uniforms.fogColor.value = fog.color;

2144
		if ( fog.isFog ) {
M
Mr.doob 已提交
2145 2146 2147 2148

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

2149
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2150 2151 2152 2153 2154

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2155
	}
M
Mr.doob 已提交
2156

M
Mr.doob 已提交
2157
	function refreshUniformsLambert( uniforms, material ) {
2158 2159 2160 2161 2162 2163 2164 2165 2166

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
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2167
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2168

2169
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2170
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2171

2172
		if ( material.emissiveMap ) {
2173

2174
			uniforms.emissiveMap.value = material.emissiveMap;
2175

2176
		}
M
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2177

2178 2179 2180 2181
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2182
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2183

2184
		}
M
Mr.doob 已提交
2185

2186 2187 2188 2189
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2190
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2191 2192

		}
M
Mr.doob 已提交
2193

2194 2195 2196 2197 2198
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2199

2200
		}
2201

T
Takahiro 已提交
2202 2203 2204 2205 2206 2207
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2208
		if ( material.gradientMap ) {
T
Takahiro 已提交
2209

T
Takahiro 已提交
2210
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2211 2212 2213

		}

2214 2215
	}

M
Mr.doob 已提交
2216
	function refreshUniformsStandard( uniforms, material ) {
W
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2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242

		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;
2243
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2244 2245 2246 2247 2248 2249 2250

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2251
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271

		}

		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
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2272
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2273

2274 2275 2276 2277
		refreshUniformsStandard( uniforms, material );

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

2278 2279 2280
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2281 2282
	}

W
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2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316
	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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2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344
	function 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;

	}

2345 2346 2347 2348 2349 2350
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2351
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2352 2353 2354 2355 2356 2357 2358

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2359
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372

		}

		if ( material.displacementMap ) {

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

		}

	}

2373 2374
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2375
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2376

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2377
		uniforms.ambientLightColor.needsUpdate = value;
2378

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2379 2380 2381
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2382
		uniforms.rectAreaLights.needsUpdate = value;
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2383
		uniforms.hemisphereLights.needsUpdate = value;
2384

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2385
	}
2386

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2387 2388
	// Textures

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2389 2390 2391 2392 2393 2394
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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Mugen87 已提交
2395
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
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2396 2397 2398 2399 2400 2401 2402 2403 2404

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2405
	this.allocTextureUnit = allocTextureUnit;
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2406

2407
	// this.setTexture2D = setTexture2D;
M
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2408
	this.setTexture2D = ( function () {
T
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2409

2410
		var warned = false;
T
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2411

2412
		// backwards compatibility: peel texture.texture
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2413
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2414

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2415
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2416

2417
				if ( ! warned ) {
T
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2418

2419 2420
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2421

2422
				}
T
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2423

2424
				texture = texture.texture;
T
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2425

2426
			}
T
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2427

2428
			textures.setTexture2D( texture, slot );
T
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2429

2430
		};
T
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2431

2432
	}() );
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2433

A
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2434
	this.setTexture3D = ( function () {
A
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2435

A
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2436 2437
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
A
artur.trzesiok 已提交
2438

A
artur.trzesiok 已提交
2439 2440 2441 2442 2443
			textures.setTexture3D( texture, slot );

		};

	}() );
A
artur.trzesiok 已提交
2444

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Mr.doob 已提交
2445
	this.setTexture = ( function () {
2446 2447 2448

		var warned = false;

W
WestLangley 已提交
2449
		return function setTexture( texture, slot ) {
2450 2451 2452 2453 2454 2455 2456 2457

			if ( ! warned ) {

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

			}

2458
			textures.setTexture2D( texture, slot );
2459 2460 2461 2462 2463

		};

	}() );

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Mr.doob 已提交
2464
	this.setTextureCube = ( function () {
2465 2466 2467

		var warned = false;

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WestLangley 已提交
2468
		return function setTextureCube( texture, slot ) {
2469 2470

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2471
			if ( texture && texture.isWebGLRenderTargetCube ) {
2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485

				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
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2486
			if ( ( texture && texture.isCubeTexture ) ||
2487
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2488 2489 2490 2491

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2492
				textures.setTextureCube( texture, slot );
2493 2494 2495 2496 2497

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2498
				textures.setTextureCubeDynamic( texture, slot );
2499 2500 2501 2502 2503 2504

			}

		};

	}() );
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2505

2506 2507 2508 2509 2510 2511 2512 2513
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2514
	this.getRenderTarget = function () {
2515 2516 2517

		return _currentRenderTarget;

M
Michael Herzog 已提交
2518
	};
2519

2520
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2521

2522 2523
		_currentRenderTarget = renderTarget;

2524
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2525

2526
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2527 2528 2529

		}

2530
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2531
		var isCube = false;
M
Mr.doob 已提交
2532 2533 2534

		if ( renderTarget ) {

M
Mr.doob 已提交
2535
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2536

M
Mr.doob 已提交
2537
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2538

M
Mr.doob 已提交
2539
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2540
				isCube = true;
M
Mr.doob 已提交
2541 2542 2543

			} else {

M
Mr.doob 已提交
2544
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2545 2546 2547

			}

M
Mr.doob 已提交
2548
			_currentViewport.copy( renderTarget.viewport );
2549 2550
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2551

M
Mr.doob 已提交
2552 2553
		} else {

M
Mr.doob 已提交
2554
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2555
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2556
			_currentScissorTest = _scissorTest;
2557

M
Mr.doob 已提交
2558 2559
		}

M
Mr.doob 已提交
2560
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2561 2562 2563 2564 2565 2566

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

		}

M
Mr.doob 已提交
2567
		state.viewport( _currentViewport );
2568 2569
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2570

M
Mr.doob 已提交
2571 2572 2573
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2574
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
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Mr.doob 已提交
2575 2576 2577

		}

M
Mr.doob 已提交
2578 2579
	};

M
Mr.doob 已提交
2580
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2581

0
06wj 已提交
2582
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2583

2584
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2585
			return;
2586

G
gero3 已提交
2587
		}
2588

M
Mr.doob 已提交
2589
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2590

M
Mr.doob 已提交
2591
		if ( framebuffer ) {
2592

G
gero3 已提交
2593
			var restore = false;
2594

M
Mr.doob 已提交
2595
			if ( framebuffer !== _currentFramebuffer ) {
2596

M
Mr.doob 已提交
2597
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2598

G
gero3 已提交
2599
				restore = true;
2600

G
gero3 已提交
2601
			}
2602

M
Mr.doob 已提交
2603
			try {
2604

M
Mr.doob 已提交
2605
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2606 2607
				var textureFormat = texture.format;
				var textureType = texture.type;
2608

2609
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2610

M
Mr.doob 已提交
2611 2612
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2613

M
Mr.doob 已提交
2614
				}
2615

2616
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2617 2618
					! ( 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' ) ) ) ) {
2619

M
Mr.doob 已提交
2620 2621
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2622

M
Mr.doob 已提交
2623
				}
2624

M
Mr.doob 已提交
2625
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2626

2627 2628
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2629
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2630

2631
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2632 2633

					}
2634

M
Mr.doob 已提交
2635
				} else {
M
Mr.doob 已提交
2636

M
Mr.doob 已提交
2637 2638 2639
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2640

M
Mr.doob 已提交
2641
			} finally {
M
Mr.doob 已提交
2642

M
Mr.doob 已提交
2643 2644 2645
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2646

M
Mr.doob 已提交
2647 2648 2649
				}

			}
M
Mr.doob 已提交
2650 2651 2652

		}

M
Mr.doob 已提交
2653 2654
	};

2655
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2656 2657 2658

		var width = texture.image.width;
		var height = texture.image.height;
2659
		var glFormat = utils.convert( texture.format );
2660 2661 2662

		this.setTexture2D( texture, 0 );

2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675
		_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 );

2676 2677 2678 2679 2680 2681 2682 2683 2684
		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 );

		}
2685 2686 2687

	};

M
Mr.doob 已提交
2688
}
R
Rich Harris 已提交
2689

T
Tristan VALCKE 已提交
2690

2691
export { WebGLRenderer };