WebGLRenderer.js 61.7 KB
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import {
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebGLMultiview } from './webgl/WebGLMultiview.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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	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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		_multiviewRequested = parameters.multiview !== undefined ? parameters.multiview : false,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
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		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

	this.domElement = _canvas;

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	// Debug configuration container
	this.debug = {

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

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

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

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

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	// physically based shading

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

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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

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	// morphs

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

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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

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

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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

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

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

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

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

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

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

			};

		}

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	} catch ( error ) {

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

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

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

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
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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.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
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	this.vr = vr;
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	var multiview = new WebGLMultiview( _this, _multiviewRequested );

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

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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

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

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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

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

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

			target = new Vector2();

		}

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

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

		}

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		_width = width;
		_height = height;

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

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

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

			target = new Vector2();

		}

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

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

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

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		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );
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		this.setViewport( 0, 0, width, height );

	};

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

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

			target = new Vector4();

		}

		return target.copy( _currentViewport );
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	};

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	this.getViewport = function ( target ) {

		return target.copy( _viewport );
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	};

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

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		if ( x.isVector4 ) {

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

		} else {

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

		}

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

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	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

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

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

		} else {

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

		}

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

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	this.getScissorTest = function () {

		return _scissorTest;

	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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

	this.clearDepth = function () {

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

	this.clearStencil = function () {

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

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

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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

	}

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

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

618
	function deallocateMaterial( material ) {
M
Mr.doob 已提交
619

620 621
		releaseMaterialProgramReference( material );

622
		properties.remove( material );
623

624
	}
625 626


627
	function releaseMaterialProgramReference( material ) {
628

629
		var programInfo = properties.get( material ).program;
M
Mr.doob 已提交
630 631 632

		material.program = undefined;

633
		if ( programInfo !== undefined ) {
M
Mr.doob 已提交
634

635
			programCache.releaseProgram( programInfo );
M
Mr.doob 已提交
636

M
Mr.doob 已提交
637 638
		}

639
	}
M
Mr.doob 已提交
640 641 642

	// Buffer rendering

M
Mr.doob 已提交
643
	function renderObjectImmediate( object, program ) {
M
Mr.doob 已提交
644 645 646

		object.render( function ( object ) {

M
Mr.doob 已提交
647
			_this.renderBufferImmediate( object, program );
M
Mr.doob 已提交
648 649 650 651 652

		} );

	}

M
Mugen87 已提交
653
	this.renderBufferImmediate = function ( object, program ) {
M
Mr.doob 已提交
654

655
		state.initAttributes();
656

657
		var buffers = properties.get( object );
658

659 660 661 662
		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
M
Mr.doob 已提交
663

664
		var programAttributes = program.getAttributes();
665

M
Mr.doob 已提交
666 667
		if ( object.hasPositions ) {

668
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
669
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
670

671 672
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
673 674 675 676 677

		}

		if ( object.hasNormals ) {

678
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
679
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
680

681 682
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
683 684 685

		}

686
		if ( object.hasUvs ) {
M
Mr.doob 已提交
687

688
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
689
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
690

691
			state.enableAttribute( programAttributes.uv );
692
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
693 694 695

		}

696
		if ( object.hasColors ) {
M
Mr.doob 已提交
697

698
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
699
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
700

701 702
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
703 704 705

		}

706
		state.disableUnusedAttributes();
707

M
Mr.doob 已提交
708 709 710 711 712 713
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

714
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
715

716
		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
717 718

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
719

M
Mr.doob 已提交
720
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
721

M
Mr.doob 已提交
722
		var updateBuffers = false;
M
Mr.doob 已提交
723

724 725 726
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
727

M
Mr.doob 已提交
728 729
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
730
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
731 732 733 734
			updateBuffers = true;

		}

735
		if ( object.morphTargetInfluences ) {
736

737
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
738 739 740 741 742

			updateBuffers = true;

		}

743 744
		//

745
		var index = geometry.index;
746
		var position = geometry.attributes.position;
747
		var rangeFactor = 1;
748

749 750
		if ( material.wireframe === true ) {

751
			index = geometries.getWireframeAttribute( geometry );
752
			rangeFactor = 2;
753 754 755

		}

M
Mr.doob 已提交
756
		var attribute;
M
Mr.doob 已提交
757
		var renderer = bufferRenderer;
758

759
		if ( index !== null ) {
760

M
Mr.doob 已提交
761
			attribute = attributes.get( index );
762

763
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
764
			renderer.setIndex( attribute );
765

766
		}
M
Mr.doob 已提交
767

768
		if ( updateBuffers ) {
M
Mr.doob 已提交
769

770
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
771

772
			if ( index !== null ) {
773

M
Mr.doob 已提交
774
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
775 776 777

			}

778
		}
779

780 781
		//

782
		var dataCount = Infinity;
783

M
Mr.doob 已提交
784
		if ( index !== null ) {
785

M
Mr.doob 已提交
786
			dataCount = index.count;
787

M
Mr.doob 已提交
788
		} else if ( position !== undefined ) {
789

M
Mr.doob 已提交
790
			dataCount = position.count;
791

M
Mr.doob 已提交
792
		}
793

M
Mr.doob 已提交
794 795
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
796

M
Mr.doob 已提交
797 798
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
799

M
Mr.doob 已提交
800
		var drawStart = Math.max( rangeStart, groupStart );
801
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
802 803 804

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

805 806
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
807
		//
808

809
		if ( object.isMesh ) {
810

811
			if ( material.wireframe === true ) {
812

813
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
814
				renderer.setMode( _gl.LINES );
815

816
			} else {
M
Mr.doob 已提交
817 818

				switch ( object.drawMode ) {
819

R
Rich Harris 已提交
820
					case TrianglesDrawMode:
B
Ben Adams 已提交
821 822 823
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
824
					case TriangleStripDrawMode:
B
Ben Adams 已提交
825 826 827
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
828
					case TriangleFanDrawMode:
B
Ben Adams 已提交
829 830 831 832
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
833

834
			}
835

836

837
		} else if ( object.isLine ) {
838

839
			var lineWidth = material.linewidth;
840

841
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
842

843
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
844

845
			if ( object.isLineSegments ) {
846

847
				renderer.setMode( _gl.LINES );
848

849 850 851 852
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

853
			} else {
854

855
				renderer.setMode( _gl.LINE_STRIP );
856 857

			}
M
Mr.doob 已提交
858

859
		} else if ( object.isPoints ) {
860 861

			renderer.setMode( _gl.POINTS );
862

863 864 865 866
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

867
		}
868

T
Takahiro 已提交
869
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
870 871 872

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
873
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
874

J
jfranc 已提交
875
			}
876 877 878

		} else {

M
Mr.doob 已提交
879
			renderer.render( drawStart, drawCount );
880

M
Mr.doob 已提交
881 882 883 884
		}

	};

885
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
886

A
Alex Goldring 已提交
887
		if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
888

889
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
890

891
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
892
				return;
B
Ben Adams 已提交
893

M
Mr.doob 已提交
894 895 896
			}

		}
B
Ben Adams 已提交
897

898 899
		state.initAttributes();

900
		var geometryAttributes = geometry.attributes;
901

902
		var programAttributes = program.getAttributes();
903

904
		var materialDefaultAttributeValues = material.defaultAttributeValues;
905

906
		for ( var name in programAttributes ) {
907

908
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
909

M
Mr.doob 已提交
910
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
911

912
				var geometryAttribute = geometryAttributes[ name ];
913

M
Mr.doob 已提交
914
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
915

916
					var normalized = geometryAttribute.normalized;
917
					var size = geometryAttribute.itemSize;
918

M
Mr.doob 已提交
919
					var attribute = attributes.get( geometryAttribute );
920

921 922 923 924
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
925 926 927
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
928

A
aardgoose 已提交
929
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
930

M
Mr.doob 已提交
931 932 933 934
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
935
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
936

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

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

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

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

M
Mr.doob 已提交
945
						} else {
B
Ben Adams 已提交
946

M
Mr.doob 已提交
947
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
948

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

M
Mr.doob 已提交
951
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
952
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
953

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

A
aardgoose 已提交
956
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
957

958
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
961

D
dubejf 已提交
962
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964
							}
B
Ben Adams 已提交
965

M
Mr.doob 已提交
966 967 968 969
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
970
						}
B
Ben Adams 已提交
971

M
Mr.doob 已提交
972
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
973
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
974

B
Ben Adams 已提交
975
					}
M
Mr.doob 已提交
976

977 978
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
979
					var value = materialDefaultAttributeValues[ name ];
980

981
					if ( value !== undefined ) {
M
Mr.doob 已提交
982

983
						switch ( value.length ) {
M
Mr.doob 已提交
984

985 986 987
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
988

989 990 991
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
992

993 994 995
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
996

997 998
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
999 1000

						}
M
Mr.doob 已提交
1001 1002 1003 1004 1005 1006 1007 1008

					}

				}

			}

		}
1009

1010
		state.disableUnusedAttributes();
1011

M
Mr.doob 已提交
1012 1013
	}

M
Mr.doob 已提交
1014
	// Compile
M
Mr.doob 已提交
1015

M
Mr.doob 已提交
1016
	this.compile = function ( scene, camera ) {
1017

M
Mr.doob 已提交
1018
		currentRenderState = renderStates.get( scene, camera );
1019
		currentRenderState.init();
1020

M
Mr.doob 已提交
1021
		scene.traverse( function ( object ) {
G
gero3 已提交
1022 1023

			if ( object.isLight ) {
M
Mr.doob 已提交
1024

1025
				currentRenderState.pushLight( object );
1026 1027 1028

				if ( object.castShadow ) {

1029
					currentRenderState.pushShadow( object );
1030 1031

				}
M
Mr.doob 已提交
1032

G
gero3 已提交
1033
			}
M
Mr.doob 已提交
1034 1035 1036

		} );

1037
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
1038 1039 1040 1041 1042

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
1043
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
1044

G
gero3 已提交
1045
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
1046 1047 1048

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

G
gero3 已提交
1049
					}
M
Mr.doob 已提交
1050

G
gero3 已提交
1051
				} else {
M
Mr.doob 已提交
1052 1053 1054

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

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

G
gero3 已提交
1057
			}
M
Mr.doob 已提交
1058 1059

		} );
G
gero3 已提交
1060 1061

	};
1062

1063
	// Animation Loop
M
Mr.doob 已提交
1064

M
Mr.doob 已提交
1065
	var onAnimationFrameCallback = null;
1066

1067
	function onAnimationFrame( time ) {
1068

M
Mr.doob 已提交
1069
		if ( vr.isPresenting() ) return;
1070
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1071

1072
	}
1073

M
Mr.doob 已提交
1074 1075
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1076 1077

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1078

1079
	this.setAnimationLoop = function ( callback ) {
1080

M
Mr.doob 已提交
1081 1082
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1083

1084 1085
		animation.start();

1086 1087
	};

M
Mr.doob 已提交
1088 1089
	// Rendering

1090 1091
	this.render = function ( scene, camera ) {

M
Mr.doob 已提交
1092
		var renderTarget, forceClear;
1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106

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

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

		}

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

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

		}
1107

0
06wj 已提交
1108
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1109

1110
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1111 1112 1113 1114
			return;

		}

1115 1116
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1117 1118
		// reset caching for this frame

M
Mr.doob 已提交
1119 1120
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1121
		_currentGeometryProgram.wireframe = false;
1122
		_currentMaterialId = - 1;
1123
		_currentCamera = null;
M
Mr.doob 已提交
1124 1125 1126

		// update scene graph

1127
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1128 1129 1130

		// update camera matrices and frustum

1131
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1132

1133 1134 1135 1136 1137 1138
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1139 1140
		//

1141 1142
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1143

M
Marc-Sefan Cassola 已提交
1144
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
1145

M
Mr.doob 已提交
1146 1147 1148
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1149
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1150
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1151

1152 1153 1154
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1155
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1156

M
Mr.doob 已提交
1157
		if ( _this.sortObjects === true ) {
1158

1159
			currentRenderList.sort();
M
Mr.doob 已提交
1160

1161 1162
		}

M
Mr.doob 已提交
1163
		//
M
Mr.doob 已提交
1164

T
tschw 已提交
1165
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1166

1167
		var shadowsArray = currentRenderState.state.shadowsArray;
1168

1169
		shadowMap.render( shadowsArray, scene, camera );
1170

1171
		currentRenderState.setupLights( camera );
1172

T
tschw 已提交
1173
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1174

M
Mr.doob 已提交
1175 1176
		//

A
Atrahasis 已提交
1177
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1178

1179
		if ( renderTarget !== undefined ) {
1180

1181
			this.setRenderTarget( renderTarget );
1182

1183
		}
1184

1185
		if ( multiview.isEnabled() ) {
1186

1187
			multiview.attachRenderTarget( camera );
1188

1189
		}
1190

M
Mr.doob 已提交
1191 1192
		//

1193
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1194

1195
		// render scene
M
Mr.doob 已提交
1196

1197 1198 1199
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1200 1201
		if ( scene.overrideMaterial ) {

1202
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1203

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

M
Mr.doob 已提交
1207 1208
		} else {

1209 1210
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1211
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1212 1213 1214

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

M
Mr.doob 已提交
1215
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1216

1217
		}
M
Mr.doob 已提交
1218

1219
		//
M
Mr.doob 已提交
1220

1221 1222 1223 1224
		scene.onAfterRender( _this, scene, camera );

		//

M
Marc-Sefan Cassola 已提交
1225
		if ( _currentRenderTarget !== null ) {
M
Mr.doob 已提交
1226

1227 1228
			// Generate mipmap if we're using any kind of mipmap filtering

1229
			textures.updateRenderTargetMipmap( _currentRenderTarget );
M
Mr.doob 已提交
1230

M
Mugen87 已提交
1231
			// resolve multisample renderbuffers to a single-sample texture if necessary
1232

1233
			textures.updateMultisampleRenderTarget( _currentRenderTarget );
1234

M
Mr.doob 已提交
1235 1236
		}

1237
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1238

1239 1240 1241
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1242

1243
		state.setPolygonOffset( false );
1244

1245
		if ( multiview.isEnabled() ) {
1246

1247
			multiview.detachRenderTarget( camera );
1248 1249 1250

		}

M
Mr.doob 已提交
1251
		if ( vr.enabled ) {
1252

1253
			vr.submitFrame();
1254

M
Mr.doob 已提交
1255
		}
M
Mr.doob 已提交
1256

M
Mr.doob 已提交
1257 1258
		// _gl.finish();

1259
		currentRenderList = null;
1260
		currentRenderState = null;
1261

M
Mr.doob 已提交
1262
	};
M
Mr.doob 已提交
1263

1264
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1265

1266
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1267

1268
		var visible = object.layers.test( camera.layers );
M
Mr.doob 已提交
1269

1270
		if ( visible ) {
1271

1272 1273 1274 1275
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

T
Takahiro 已提交
1276 1277
			} else if ( object.isLOD ) {

1278
				if ( object.autoUpdate === true ) object.update( camera );
T
Takahiro 已提交
1279

1280
			} else if ( object.isLight ) {
M
Mr.doob 已提交
1281

1282
				currentRenderState.pushLight( object );
1283 1284 1285

				if ( object.castShadow ) {

1286
					currentRenderState.pushShadow( object );
1287 1288

				}
M
Mr.doob 已提交
1289

1290
			} else if ( object.isSprite ) {
M
Mr.doob 已提交
1291

1292
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1293

1294 1295 1296 1297 1298 1299 1300 1301 1302 1303
					if ( sortObjects ) {

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

					}

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

1304 1305 1306 1307 1308
					if ( material.visible ) {

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

					}
M
Mr.doob 已提交
1309

1310
				}
M
Mr.doob 已提交
1311

1312
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1313

1314
				if ( sortObjects ) {
M
Mr.doob 已提交
1315

1316 1317
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1318

1319
				}
M
Mr.doob 已提交
1320

1321
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1322

1323
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1324

1325
				if ( object.isSkinnedMesh ) {
1326

1327
					object.skeleton.update();
1328

1329
				}
1330

1331
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1332

1333 1334 1335 1336 1337 1338
					if ( sortObjects ) {

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

					}
1339

1340 1341
					var geometry = objects.update( object );
					var material = object.material;
1342

1343
					if ( Array.isArray( material ) ) {
1344

1345
						var groups = geometry.groups;
1346

1347
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1348

1349 1350
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1351

1352
							if ( groupMaterial && groupMaterial.visible ) {
1353

1354
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1355 1356

							}
M
Mr.doob 已提交
1357

M
Mr.doob 已提交
1358
						}
M
Mr.doob 已提交
1359

1360
					} else if ( material.visible ) {
1361

1362
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
O
OpenShift guest 已提交
1363

1364
					}
M
Mr.doob 已提交
1365

1366
				}
M
Mr.doob 已提交
1367

1368
			}
M
Mr.doob 已提交
1369

M
Mr.doob 已提交
1370
		}
M
Mr.doob 已提交
1371

M
Mr.doob 已提交
1372
		var children = object.children;
M
Mr.doob 已提交
1373

M
Mr.doob 已提交
1374 1375
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1376
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1377

1378
		}
1379

1380
	}
M
Mr.doob 已提交
1381

1382
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1383

1384
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1385

1386
			var renderItem = renderList[ i ];
1387

1388 1389 1390 1391
			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
1392

1393
			if ( multiview.isEnabled() ) {
1394

1395
				_currentArrayCamera = camera;
1396

1397
				renderObject(	object, scene, camera, geometry, material, group );
1398

1399
			} else if ( camera.isArrayCamera ) {
M
Mr.doob 已提交
1400

1401
				_currentArrayCamera = camera;
M
Mr.doob 已提交
1402

1403
				var cameras = camera.cameras;
M
Mr.doob 已提交
1404

1405
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
1406

1407
					var camera2 = cameras[ j ];
1408

1409
					if ( object.layers.test( camera2.layers ) ) {
1410

1411
						if ( 'viewport' in camera2 ) { // XR
1412

1413
							state.viewport( _currentViewport.copy( camera2.viewport ) );
1414

1415
						} else {
1416

1417
							var bounds = camera2.bounds;
1418

1419 1420 1421 1422
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
1423

1424
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
1425

1426
						}
1427

1428
						currentRenderState.setupLights( camera2 );
1429

1430
						renderObject( object, scene, camera2, geometry, material, group );
1431 1432

					}
M
Mr.doob 已提交
1433

1434
				}
1435

1436
			} else {
M
Mr.doob 已提交
1437

1438
				_currentArrayCamera = null;
1439

1440
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1441

M
Mr.doob 已提交
1442
			}
M
Mr.doob 已提交
1443

1444
		}
M
Mr.doob 已提交
1445

1446
	}
G
gero3 已提交
1447

M
Mr.doob 已提交
1448 1449
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1450
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1451
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1452

1453 1454
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
M
Mr.doob 已提交
1455 1456 1457

		if ( object.isImmediateRenderObject ) {

1458
			state.setMaterial( material );
M
Mr.doob 已提交
1459 1460 1461

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

M
Mr.doob 已提交
1462 1463
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1464
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1465

M
Mr.doob 已提交
1466
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1467 1468 1469

		} else {

M
Mugen87 已提交
1470
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1471 1472 1473

		}

M
Mr.doob 已提交
1474
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1475
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477 1478
	}

1479
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1480

1481
		var materialProperties = properties.get( material );
G
gero3 已提交
1482

1483 1484
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1485

A
aardgoose 已提交
1486
		var lightsStateVersion = lights.state.version;
M
Mr.doob 已提交
1487

T
tschw 已提交
1488
		var parameters = programCache.getParameters(
1489
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1490

G
gero3 已提交
1491
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1492

1493
		var program = materialProperties.program;
T
tschw 已提交
1494
		var programChange = true;
1495

1496
		if ( program === undefined ) {
B
Ben Adams 已提交
1497

M
Mr.doob 已提交
1498 1499
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1500

1501
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1502

M
Mr.doob 已提交
1503
			// changed glsl or parameters
1504
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1505

A
aardgoose 已提交
1506
		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
M
Mr.doob 已提交
1507

A
aardgoose 已提交
1508
			materialProperties.lightsStateVersion = lightsStateVersion;
1509 1510 1511

			programChange = false;

G
gero3 已提交
1512
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1513

T
tschw 已提交
1514
			// same glsl and uniform list
T
tschw 已提交
1515 1516
			return;

T
tschw 已提交
1517
		} else {
B
Ben Adams 已提交
1518

T
tschw 已提交
1519 1520
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1521 1522 1523

		}

1524
		if ( programChange ) {
B
Ben Adams 已提交
1525

1526
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1527

R
Rich Harris 已提交
1528
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1529

1530
				materialProperties.shader = {
1531
					name: material.type,
M
Mr.doob 已提交
1532
					uniforms: cloneUniforms( shader.uniforms ),
1533
					vertexShader: shader.vertexShader,
1534
					fragmentShader: shader.fragmentShader
1535
				};
B
Ben Adams 已提交
1536

1537
			} else {
B
Ben Adams 已提交
1538

1539
				materialProperties.shader = {
1540 1541 1542
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1543
					fragmentShader: material.fragmentShader
1544
				};
G
gero3 已提交
1545

1546
			}
G
gero3 已提交
1547

1548
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1549

1550
			// Computing code again as onBeforeCompile may have changed the shaders
1551 1552
			code = programCache.getProgramCode( material, parameters );

1553
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1554

1555 1556
			materialProperties.program = program;
			material.program = program;
1557 1558 1559

		}

1560
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1561 1562 1563 1564 1565

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

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

1568
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1582
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1583

1584
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1585 1586 1587 1588 1589 1590 1591 1592 1593

					material.numSupportedMorphNormals ++;

				}

			}

		}

1594
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1595

1596
		if ( ! material.isShaderMaterial &&
1597 1598
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1599

T
tschw 已提交
1600
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1601
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1602
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1603 1604 1605

		}

1606
		materialProperties.fog = fog;
1607

1608
		// store the light setup it was created for
1609

A
aardgoose 已提交
1610
		materialProperties.lightsStateVersion = lightsStateVersion;
1611

M
Mr.doob 已提交
1612
		if ( material.lights ) {
1613 1614 1615

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

1616
			uniforms.ambientLightColor.value = lights.state.ambient;
W
WestLangley 已提交
1617
			uniforms.lightProbe.value = lights.state.probe;
1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629
			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;
1630
			// TODO (abelnation): add area lights shadow info to uniforms
1631

1632 1633
		}

T
tschw 已提交
1634 1635
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1636
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1637

T
tschw 已提交
1638
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1639

M
Mr.doob 已提交
1640
	}
M
Mr.doob 已提交
1641

1642
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1643

1644
		textures.resetTextureUnits();
M
Mr.doob 已提交
1645

1646
		var materialProperties = properties.get( material );
1647
		var lights = currentRenderState.state.lights;
1648

T
tschw 已提交
1649 1650 1651 1652 1653
		if ( _clippingEnabled ) {

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

				var useCache =
1654 1655
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1656 1657 1658 1659

				// 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
1660
				_clipping.setState(
1661 1662
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1663 1664 1665 1666 1667

			}

		}

1668
		if ( material.needsUpdate === false ) {
1669

1670
			if ( materialProperties.program === undefined ) {
1671

1672
				material.needsUpdate = true;
1673

1674
			} else if ( material.fog && materialProperties.fog !== fog ) {
1675

M
Mr.doob 已提交
1676
				material.needsUpdate = true;
1677

A
aardgoose 已提交
1678
			} else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
1679

1680
				material.needsUpdate = true;
1681

1682
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1683
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1684
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1685 1686 1687

				material.needsUpdate = true;

1688
			}
1689 1690 1691 1692

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1693

1694
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1695 1696 1697 1698
			material.needsUpdate = false;

		}

1699
		var refreshProgram = false;
M
Mr.doob 已提交
1700
		var refreshMaterial = false;
1701
		var refreshLights = false;
M
Mr.doob 已提交
1702

1703
		var program = materialProperties.program,
1704
			p_uniforms = program.getUniforms(),
1705
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1706

1707
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1708

1709
			refreshProgram = true;
M
Mr.doob 已提交
1710
			refreshMaterial = true;
1711
			refreshLights = true;
M
Mr.doob 已提交
1712 1713 1714 1715 1716 1717

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1718

M
Mr.doob 已提交
1719 1720 1721 1722
			refreshMaterial = true;

		}

1723
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1724

1725
			if ( program.numMultiviewViews > 0 ) {
1726

1727
				multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
1728 1729 1730 1731 1732 1733

			} else {

				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

			}
M
Mr.doob 已提交
1734

G
gero3 已提交
1735
			if ( capabilities.logarithmicDepthBuffer ) {
1736

T
tschw 已提交
1737
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1738
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1739 1740 1741

			}

1742
			if ( _currentCamera !== camera ) {
1743

1744
				_currentCamera = camera;
1745 1746 1747 1748 1749 1750

				// 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
1751
				refreshLights = true;		// remains set until update done
1752 1753

			}
M
Mr.doob 已提交
1754

1755 1756 1757
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1758
			if ( material.isShaderMaterial ||
1759 1760 1761
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1762

T
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1763 1764 1765
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1766

T
tschw 已提交
1767
					uCamPos.setValue( _gl,
1768
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1769 1770 1771 1772 1773

				}

			}

1774
			if ( material.isMeshPhongMaterial ||
1775 1776 1777 1778
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1779
				material.skinning ) {
1780

1781
				if ( program.numMultiviewViews > 0 ) {
1782

1783
					multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
1784 1785 1786 1787 1788 1789

				} else {

					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

				}
1790 1791 1792

			}

M
Mr.doob 已提交
1793 1794 1795 1796 1797 1798
		}

		// 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

1799
		if ( material.skinning ) {
M
Mr.doob 已提交
1800

T
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1801 1802
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1803

T
tschw 已提交
1804
			var skeleton = object.skeleton;
1805

T
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1806
			if ( skeleton ) {
1807

1808 1809
				var bones = skeleton.bones;

1810
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1811

1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822
					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
1823
						size = _Math.ceilPowerOfTwo( size );
1824 1825 1826 1827 1828 1829
						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 );
1830
						boneTexture.needsUpdate = true;
1831 1832 1833 1834 1835 1836 1837

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

					}

1838
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
M
Mr.doob 已提交
1839
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
Mr.doob 已提交
1840

T
tschw 已提交
1841
				} else {
M
Mr.doob 已提交
1842

T
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1843
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
Mr.doob 已提交
1844 1845 1846 1847 1848 1849 1850 1851 1852

				}

			}

		}

		if ( refreshMaterial ) {

1853 1854 1855
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

M
Mr.doob 已提交
1856
			if ( material.lights ) {
M
Mr.doob 已提交
1857

1858
				// the current material requires lighting info
M
Mr.doob 已提交
1859

T
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1860 1861 1862 1863 1864 1865
				// 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
1866

T
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1867
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
gero3 已提交
1868

T
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1869
			}
G
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1870

T
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1871
			// refresh uniforms common to several materials
G
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1872

T
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1873
			if ( fog && material.fog ) {
G
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1874

T
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1875
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
1876 1877 1878

			}

1879
			if ( material.isMeshBasicMaterial ) {
M
Mr.doob 已提交
1880 1881 1882

				refreshUniformsCommon( m_uniforms, material );

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

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

1888
			} else if ( material.isMeshPhongMaterial ) {
M
Mr.doob 已提交
1889

1890
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1891

1892
				if ( material.isMeshToonMaterial ) {
M
Mr.doob 已提交
1893

1894
					refreshUniformsToon( m_uniforms, material );
M
Mr.doob 已提交
1895

1896
				} else {
1897

1898
					refreshUniformsPhong( m_uniforms, material );
1899

1900
				}
T
Takahiro 已提交
1901

1902
			} else if ( material.isMeshStandardMaterial ) {
T
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1903

1904
				refreshUniformsCommon( m_uniforms, material );
1905

1906
				if ( material.isMeshPhysicalMaterial ) {
1907

1908
					refreshUniformsPhysical( m_uniforms, material );
W
WestLangley 已提交
1909

1910
				} else {
W
WestLangley 已提交
1911

1912
					refreshUniformsStandard( m_uniforms, material );
W
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1913

1914
				}
W
WestLangley 已提交
1915

W
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1916 1917 1918 1919 1920 1921
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1922
			} else if ( material.isMeshDepthMaterial ) {
M
Mr.doob 已提交
1923

1924
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1925
				refreshUniformsDepth( m_uniforms, material );
1926

W
WestLangley 已提交
1927
			} else if ( material.isMeshDistanceMaterial ) {
1928

1929
				refreshUniformsCommon( m_uniforms, material );
W
WestLangley 已提交
1930
				refreshUniformsDistance( m_uniforms, material );
1931

1932
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1933

1934
				refreshUniformsCommon( m_uniforms, material );
1935
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1936

1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1951 1952 1953 1954
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1955 1956
			} else if ( material.isShadowMaterial ) {

T
Takahiro 已提交
1957
				m_uniforms.color.value.copy( material.color );
1958 1959
				m_uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
1960 1961
			}

M
Mr.doob 已提交
1962 1963 1964
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1965 1966
			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
1967

1968
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
A
arose 已提交
1969 1970 1971

		}

1972 1973
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

1974
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1975 1976 1977
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1978

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

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

		}

T
tschw 已提交
1985
		// common matrices
M
Mr.doob 已提交
1986

1987
		if ( program.numMultiviewViews > 0 ) {
1988

1989
			multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
1990 1991 1992 1993 1994 1995 1996 1997

		} else {

			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );

		}

T
tschw 已提交
1998
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
arose 已提交
1999

T
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2000
		return program;
A
arose 已提交
2001 2002 2003

	}

M
Mr.doob 已提交
2004 2005
	// Uniforms (refresh uniforms objects)

M
Mr.doob 已提交
2006
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
2007 2008 2009

		uniforms.opacity.value = material.opacity;

2010 2011
		if ( material.color ) {

T
Takahiro 已提交
2012
			uniforms.diffuse.value.copy( material.color );
2013 2014

		}
M
Mr.doob 已提交
2015

2016
		if ( material.emissive ) {
M
Mr.doob 已提交
2017

2018
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
2019 2020 2021

		}

2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
2048
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
2049 2050 2051 2052

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

2053
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
2054

2055
		}
M
Mr.doob 已提交
2056

2057 2058 2059 2060 2061 2062 2063
		if ( material.lightMap ) {

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

		}

2064
		if ( material.aoMap ) {
2065

2066 2067
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
2068 2069 2070

		}

M
Mr.doob 已提交
2071
		// uv repeat and offset setting priorities
M
Mr.doob 已提交
2072 2073 2074 2075 2076
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2077
		// 6. emissive map
M
Mr.doob 已提交
2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

2089 2090 2091 2092
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
2093 2094 2095 2096 2097 2098 2099 2100
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2101 2102 2103 2104 2105 2106 2107 2108
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2109 2110 2111 2112
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2113 2114 2115 2116
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2117 2118 2119 2120
		}

		if ( uvScaleMap !== undefined ) {

2121
			// backwards compatibility
2122
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2123 2124 2125 2126 2127

				uvScaleMap = uvScaleMap.texture;

			}

W
WestLangley 已提交
2128
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2129

W
WestLangley 已提交
2130
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2131

W
WestLangley 已提交
2132
			}
2133

2134
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2135 2136 2137

		}

M
Mr.doob 已提交
2138
	}
M
Mr.doob 已提交
2139

M
Mr.doob 已提交
2140
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2141

T
Takahiro 已提交
2142
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2143 2144
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2145
	}
M
Mr.doob 已提交
2146

M
Mr.doob 已提交
2147
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2148 2149 2150 2151 2152

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

M
Mr.doob 已提交
2153
	}
M
Mr.doob 已提交
2154

M
Mr.doob 已提交
2155
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2156

T
Takahiro 已提交
2157
		uniforms.diffuse.value.copy( material.color );
M
Mr.doob 已提交
2158
		uniforms.opacity.value = material.opacity;
2159
		uniforms.size.value = material.size * _pixelRatio;
2160
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2161 2162 2163

		uniforms.map.value = material.map;

2164 2165
		if ( material.map !== null ) {

W
WestLangley 已提交
2166
			if ( material.map.matrixAutoUpdate === true ) {
2167

W
WestLangley 已提交
2168
				material.map.updateMatrix();
W
WestLangley 已提交
2169 2170

			}
2171

2172
			uniforms.uvTransform.value.copy( material.map.matrix );
2173 2174 2175

		}

2176 2177 2178 2179
	}

	function refreshUniformsSprites( uniforms, material ) {

T
Takahiro 已提交
2180
		uniforms.diffuse.value.copy( material.color );
2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196
		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
2197
	}
M
Mr.doob 已提交
2198

M
Mr.doob 已提交
2199
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2200

T
Takahiro 已提交
2201
		uniforms.fogColor.value.copy( fog.color );
M
Mr.doob 已提交
2202

2203
		if ( fog.isFog ) {
M
Mr.doob 已提交
2204 2205 2206 2207

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

2208
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2209 2210 2211 2212 2213

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2214
	}
M
Mr.doob 已提交
2215

M
Mr.doob 已提交
2216
	function refreshUniformsLambert( uniforms, material ) {
2217 2218 2219 2220 2221 2222 2223 2224 2225

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2226
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2227

T
Takahiro 已提交
2228
		uniforms.specular.value.copy( material.specular );
M
Mr.doob 已提交
2229
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2230

2231
		if ( material.emissiveMap ) {
2232

2233
			uniforms.emissiveMap.value = material.emissiveMap;
2234

2235
		}
M
Mr.doob 已提交
2236

2237 2238 2239 2240
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2241
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2242

2243
		}
M
Mr.doob 已提交
2244

2245 2246 2247 2248
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2249
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2250 2251

		}
M
Mr.doob 已提交
2252

2253 2254 2255 2256 2257
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2258

2259
		}
2260

T
Takahiro 已提交
2261 2262 2263 2264 2265 2266
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2267
		if ( material.gradientMap ) {
T
Takahiro 已提交
2268

T
Takahiro 已提交
2269
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2270 2271 2272

		}

2273 2274
	}

M
Mr.doob 已提交
2275
	function refreshUniformsStandard( uniforms, material ) {
W
WestLangley 已提交
2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301

		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;
2302
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
WestLangley 已提交
2303 2304 2305 2306 2307 2308 2309

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2310
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330

		}

		if ( material.displacementMap ) {

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

		}

		if ( material.envMap ) {

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

		}

	}

M
Mr.doob 已提交
2331
	function refreshUniformsPhysical( uniforms, material ) {
W
WestLangley 已提交
2332

2333 2334 2335 2336
		refreshUniformsStandard( uniforms, material );

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

2337 2338
		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
2339
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
2340

2341
		if ( material.clearcoatNormalMap ) {
2342

2343 2344
			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
2345

A
Linting  
arobertson0 已提交
2346 2347
			if ( material.side === BackSide ) {

2348
				uniforms.clearcoatNormalScale.value.negate();
A
Linting  
arobertson0 已提交
2349

A
arobertson0 已提交
2350
			}
A
arobertson0 已提交
2351 2352

		}
2353

2354 2355
		uniforms.transparency.value = material.transparency;

W
WestLangley 已提交
2356 2357
	}

W
WestLangley 已提交
2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391
	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;

		}

	}

W
WestLangley 已提交
2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419
	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;

	}

2420 2421 2422 2423 2424 2425
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2426
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2427 2428 2429 2430 2431 2432 2433

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2434
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447

		}

		if ( material.displacementMap ) {

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

		}

	}

2448 2449
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2450
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2451

M
Mr.doob 已提交
2452
		uniforms.ambientLightColor.needsUpdate = value;
W
WestLangley 已提交
2453
		uniforms.lightProbe.needsUpdate = value;
2454

B
Ben Houston 已提交
2455 2456 2457
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2458
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2459
		uniforms.hemisphereLights.needsUpdate = value;
2460

M
Mr.doob 已提交
2461
	}
2462

2463 2464 2465
	//
	this.setFramebuffer = function ( value ) {

M
Mr.doob 已提交
2466
		if ( _framebuffer !== value ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
2467

2468 2469 2470 2471
		_framebuffer = value;

	};

2472 2473 2474 2475 2476 2477
	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

2478
	this.getActiveMipmapLevel = function () {
2479 2480 2481 2482 2483

		return _currentActiveMipmapLevel;

	};

2484
	this.getRenderTarget = function () {
2485 2486 2487

		return _currentRenderTarget;

M
Michael Herzog 已提交
2488
	};
2489

2490
	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
M
Mr.doob 已提交
2491

2492
		_currentRenderTarget = renderTarget;
2493
		_currentActiveCubeFace = activeCubeFace;
2494
		_currentActiveMipmapLevel = activeMipmapLevel;
2495

2496
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2497

2498
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2499 2500 2501

		}

2502
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2503
		var isCube = false;
M
Mr.doob 已提交
2504 2505 2506

		if ( renderTarget ) {

M
Mr.doob 已提交
2507
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2508

M
Mr.doob 已提交
2509
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2510

2511
				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
M
Mr.doob 已提交
2512
				isCube = true;
M
Mr.doob 已提交
2513

2514 2515 2516 2517
			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

M
Mr.doob 已提交
2518 2519
			} else {

M
Mr.doob 已提交
2520
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2521 2522 2523

			}

M
Mr.doob 已提交
2524
			_currentViewport.copy( renderTarget.viewport );
2525 2526
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2527

M
Mr.doob 已提交
2528 2529
		} else {

2530 2531
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2532
			_currentScissorTest = _scissorTest;
2533

M
Mr.doob 已提交
2534 2535
		}

M
Mr.doob 已提交
2536
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2537 2538 2539 2540 2541 2542

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

		}

M
Mr.doob 已提交
2543
		state.viewport( _currentViewport );
2544 2545
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2546

M
Mr.doob 已提交
2547 2548 2549
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2550
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
M
Mr.doob 已提交
2551 2552 2553

		}

M
Mr.doob 已提交
2554 2555
	};

2556
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2557

0
06wj 已提交
2558
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2559

2560
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2561
			return;
2562

G
gero3 已提交
2563
		}
2564

M
Mr.doob 已提交
2565
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2566

2567
		if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
2568 2569 2570 2571 2572

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

M
Mr.doob 已提交
2573
		if ( framebuffer ) {
2574

G
gero3 已提交
2575
			var restore = false;
2576

M
Mr.doob 已提交
2577
			if ( framebuffer !== _currentFramebuffer ) {
2578

M
Mr.doob 已提交
2579
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2580

G
gero3 已提交
2581
				restore = true;
2582

G
gero3 已提交
2583
			}
2584

M
Mr.doob 已提交
2585
			try {
2586

M
Mr.doob 已提交
2587
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2588 2589
				var textureFormat = texture.format;
				var textureType = texture.type;
2590

2591
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2592

M
Mr.doob 已提交
2593 2594
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2595

M
Mr.doob 已提交
2596
				}
2597

2598
				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
2599 2600
					! ( 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' ) ) ) ) {
2601

M
Mr.doob 已提交
2602 2603
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2604

M
Mr.doob 已提交
2605
				}
2606

M
Mr.doob 已提交
2607
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2608

2609 2610
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2611
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2612

2613
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2614 2615

					}
2616

M
Mr.doob 已提交
2617
				} else {
M
Mr.doob 已提交
2618

M
Mr.doob 已提交
2619 2620 2621
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2622

M
Mr.doob 已提交
2623
			} finally {
M
Mr.doob 已提交
2624

M
Mr.doob 已提交
2625 2626 2627
				if ( restore ) {

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

M
Mr.doob 已提交
2629 2630 2631
				}

			}
M
Mr.doob 已提交
2632 2633 2634

		}

M
Mr.doob 已提交
2635 2636
	};

2637
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2638 2639 2640

		var width = texture.image.width;
		var height = texture.image.height;
2641
		var glFormat = utils.convert( texture.format );
2642

2643
		textures.setTexture2D( texture, 0 );
2644

2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655
		_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 );

2656
		textures.setTexture2D( dstTexture, 0 );
2657

2658 2659 2660 2661 2662 2663 2664 2665 2666
		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 );

		}
2667 2668 2669

	};

M
Mr.doob 已提交
2670
	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
R
Rich Harris 已提交
2671

M
Mugen87 已提交
2672 2673
		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

2674
	}
R
Rich Harris 已提交
2675

M
Mr.doob 已提交
2676
}
T
Tristan VALCKE 已提交
2677

2678
export { WebGLRenderer };