Three源码里的WebGLAPI

Three版本是127版

WebGLContextAttributes

// 获取上下文时支持的参数
// getContext('webgl', <WebGLContextAttributes>)
dictionary WebGLContextAttributes {
    boolean alpha = true;
    boolean depth = true;
    boolean stencil = false;
    boolean antialias = true;
    boolean premultipliedAlpha = true;
    boolean preserveDrawingBuffer = false;
    WebGLPowerPreference powerPreference = "default";
    boolean failIfMajorPerformanceCaveat = false;
};
let _gl = _context;
function getContext( contextNames, contextAttributes ) { //只需要一个即可
    for ( let i = 0; i < contextNames.length; i ++ ) {
        const contextName = contextNames[ i ];
        const context = _canvas.getContext( contextName, contextAttributes ); 
        if ( context !== null ) return context;
    }
    return null;
}
const contextAttributes = {
    alpha: _alpha,
    depth: _depth,
    stencil: _stencil,
    antialias: _antialias,
    premultipliedAlpha: _premultipliedAlpha,
    preserveDrawingBuffer: _preserveDrawingBuffer,
    powerPreference: _powerPreference,
    failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
};
const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; //注意Three里面默认是三个 优先是webgl2
_gl = getContext( contextNames, contextAttributes );

缓冲区相关方法

// 缓冲区类型
// 为 gl.clear 的参数
const GLenum DEPTH_BUFFER_BIT               = 0x00000100;//|0x00000100|256
const GLenum STENCIL_BUFFER_BIT             = 0x00000400;//|0x00000400|1024
const GLenum COLOR_BUFFER_BIT               = 0x00004000;//|0x00004000|16384

// 清理指定缓存内容, 可以通过或运算符一次清理多个缓冲区
// @param mask 颜色缓冲区(COLOR_BUFFER_BIT) | 深度缓冲区(DEPTH_BUFFER_BIT) | 模板缓冲区(STENCIL_BUFFER_BIT)
void clear(GLbitfield mask);

// 将指定缓冲区设置为指定的值(参数范围都是 0.0 - 1.0)
void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); //默认 0.0, 0.0, 0.0, 0.0
void clearDepth(GLclampf depth); //默认 1.0
void clearStencil(GLint s); //默认 0
this.clear = function ( color, depth, stencil ) {
	let bits = 0;
	if ( color === undefined || color ) bits |= 16384;
	if ( depth === undefined || depth ) bits |= 256;
	if ( stencil === undefined || stencil ) bits |= 1024;
	_gl.clear( bits );
};
setClear: function ( r, g, b, a, premultipliedAlpha ) {
	if ( premultipliedAlpha === true ) { //这么计算的
		r *= a;
		g *= a;
		b *= a;
	}
	color.set( r, g, b, a );
	if ( currentColorClear.equals( color ) === false ) {
		gl.clearColor( r, g, b, a ); //clearcolor
		currentColorClear.copy( color );
	}
},

绘制相关方法

// 绘制的类型
// 为 gl.drawArrays、gl.drawElements 第一个参数
const GLenum POINTS                         = 0x0000;//|0x0000|0
const GLenum LINES                          = 0x0001;//|0x0001|1
const GLenum LINE_LOOP                      = 0x0002;//|0x0002|2
const GLenum LINE_STRIP                     = 0x0003;//|0x0003|3
const GLenum TRIANGLES                      = 0x0004;//|0x0004|4
const GLenum TRIANGLE_STRIP                 = 0x0005;//|0x0005|5
const GLenum TRIANGLE_FAN                   = 0x0006;//|0x0006|6
// 执行绘制, 按照mode参数指定的方式绘制图形
// @param model 绘制模式。
// @param first 指定从哪个定点开始绘制 一般是0
// @param count 指定绘制需要用到多少个顶点
void drawArrays(GLenum mode, GLint first, GLsizei count);

// 执行绘制,按照mode参数制定的方式,根据绑定到 ELEMENT_ARRAY_BUFFER 的缓冲区中的顶点索引绘制图形
// @param model 绘制模式。
// @param count 指定绘制顶点的个数
// @param type 指定索引值数据类型。包括:UNSIGNED_BYTE、UNSIGNED_SHORT、UNSIGNED_INT 数据类型 跟啥有关系呢
// @param offset 指定索引数组中绘制的偏移位置,以字节为单位 一般都是3字节码?
void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset);
this.renderBufferImmediate = function ( object, program ) {
	bindingStates.initAttributes(); //初始化 
	const buffers = properties.get( object ); //获取属性 object是object3D
	//position normal uv color 没有index 都是createbuffer()
	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();
	//programAttributes 储存有所有数组数据吧
	//后面再详细补上去
	const programAttributes = program.getAttributes();
	if ( object.hasPositions ) { //position
		_gl.bindBuffer( 34962, buffers.position );
		_gl.bufferData( 34962, object.positionArray, 35048 );
		bindingStates.enableAttribute( programAttributes.position );
		_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
	}
	if ( object.hasNormals ) { //normal
		_gl.bindBuffer( 34962, buffers.normal );
		_gl.bufferData( 34962, object.normalArray, 35048 );
		bindingStates.enableAttribute( programAttributes.normal );
		_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
	}
	if ( object.hasUvs ) { //uv
		_gl.bindBuffer( 34962, buffers.uv );
		_gl.bufferData( 34962, object.uvArray, 35048 );
		bindingStates.enableAttribute( programAttributes.uv );
		_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
	}
	if ( object.hasColors ) { //color
		_gl.bindBuffer( 34962, buffers.color );
		_gl.bufferData( 34962, object.colorArray, 35048 );
		bindingStates.enableAttribute( programAttributes.color );
		_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
	}
	bindingStates.disableUnusedAttributes(); //把没开启的属性设置成关闭
	_gl.drawArrays( 4, 0, object.count ); //这个没搞懂
	object.count = 0; //设置为0
};
function WebGLBufferRenderer( gl, extensions, info, capabilities ) { //drawarray
	const isWebGL2 = capabilities.isWebGL2; //判断是否是webgl2
	let mode;
	function setMode( value ) { //drawarray mode
		mode = value;
	}
	//调用 WebGLBufferRenderer#render() 方法进行渲染。如下,就是进行最后的 drawArrays() 调用,将上层创建的 geometry 以及 material(组合起来就叫做 mesh) 渲染到 3D 场景的 canvas 中。
	function render( start, count ) { //这个是render
		gl.drawArrays( mode, start, count ); //mode在上面
		info.update( count, mode, 1 );
	}
	function renderInstances( start, count, primcount ) { //instance
		if ( primcount === 0 ) return;
		let extension, methodName;
		if ( isWebGL2 ) { //判断是否是webgl2
			extension = gl; 
			methodName = 'drawArraysInstanced'; //webgl2使用的instanced
		} else {
			extension = extensions.get( 'ANGLE_instanced_arrays' ); //webgl1的话 直接get
			methodName = 'drawArraysInstancedANGLE'; //webgl1是这个 angle
			if ( extension === null ) {
				console.error(
					'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'
				);
				return;
			}
		}
		extension[ methodName ]( mode, start, count, primcount ); //执行drawarray instance
		info.update( count, mode, primcount );
	}
	this.setMode = setMode;
	this.render = render;
	this.renderInstances = renderInstances;
}
function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {//drawelement
	const isWebGL2 = capabilities.isWebGL2;//判断是否有webgl2
	let mode;
	function setMode( value ) {
		mode = value;
	}
	let type, bytesPerElement;
	function setIndex( value ) {
		type = value.type; //三个类型
		bytesPerElement = value.bytesPerElement; //字节长度
	}
	function render( start, count ) {
		gl.drawElements( mode, count, type, start * bytesPerElement ); //type是数据类型
		info.update( count, mode, 1 );
	}
	function renderInstances( start, count, primcount ) {// 
		if ( primcount === 0 ) return;
		let extension, methodName;
		if ( isWebGL2 ) { //
			extension = gl;
			methodName = 'drawElementsInstanced'; //减少draw call
		} else {
			extension = extensions.get( 'ANGLE_instanced_arrays' );
			methodName = 'drawElementsInstancedANGLE'; //减少draw call WebGL1.0可以使用扩展:
			if ( extension === null ) {
				console.error(
					'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'
				);
				return;
			}
		}
		extension[ methodName ]( //用这样的方式instance
			mode,
			count,
			type,
			start * bytesPerElement,
			primcount
		);
		info.update( count, mode, primcount );
	}
	//
	this.setMode = setMode;
	this.setIndex = setIndex;
	this.render = render;
	this.renderInstances = renderInstances;
}

着色器 attribute 相关

// 获取由 name 参数指定的 attribute 变量存储地址
// @param program 指定包含顶点或者片元着色器的程序对象
// @param name 获取其存储的 attribute 变量名称,最大长度256字节
[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name);

// 绑定顶点索引到属性变量
// 使用缓冲区数据的时候需要用到的方法
// @param index 指定要绑定的通用顶点的索引 这个值直接赋值给 vertexAttribPointer 的 index 参数
// @param name 指定变量名
// 这里的 index 和 getAttribLocation 返回值是一样的
void bindAttribLocation(WebGLProgram program, GLuint index, DOMString name);

// 将数据传给由index参数指定的attribute变量
void vertexAttrib1f(GLuint index, GLfloat x);
void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
// 接收参数为 Float32Array 数组
void vertexAttrib1fv(GLuint index, Float32List values);
void vertexAttrib2fv(GLuint index, Float32List values);
void vertexAttrib3fv(GLuint index, Float32List values);
void vertexAttrib4fv(GLuint index, Float32List values);
  var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
  gl.vertexAttribPointer(a_Position, numVertex, gl.FLOAT, false, FSIZE * STRIDE, 0);
  gl.enableVertexAttribArray(a_Position);
function fetchAttributeLocations( gl, program ) { //获取attribute的变量储存地址
	const attributes = {};
	const n = gl.getProgramParameter( program, 35721 );
	for ( let i = 0; i < n; i ++ ) {
		const info = gl.getActiveAttrib( program, i );
		const name = info.name;
		attributes[ name ] = gl.getAttribLocation( program, name ); //
	}
	return attributes; //通过名字直接获取attributelocation
}
function setupVertexAttributes( object, material, program, geometry ) {
	if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
		if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
	}
	initAttributes(); //初始化数据 没用的
	const geometryAttributes = geometry.attributes; //这个attribute存什么来着
	const programAttributes = program.getAttributes(); //这个是获得什么来着
	const materialDefaultAttributeValues = material.defaultAttributeValues;//这个是啥
	for ( const name in programAttributes ) {
		const programAttribute = programAttributes[ name ];
		if ( programAttribute >= 0 ) {
			const geometryAttribute = geometryAttributes[ name ];
			if ( geometryAttribute !== undefined ) {
				const normalized = geometryAttribute.normalized;
				const size = geometryAttribute.itemSize;
				const attribute = attributes.get( geometryAttribute );
				// TODO Attribute may not be available on context restore
				if ( attribute === undefined ) continue;
				const buffer = attribute.buffer;
				const type = attribute.type;
				const bytesPerElement = attribute.bytesPerElement;
				if ( geometryAttribute.isInterleavedBufferAttribute ) {
					const data = geometryAttribute.data;
					const stride = data.stride;
					const offset = geometryAttribute.offset;
					if ( data && data.isInstancedInterleavedBuffer ) {
						enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
						if ( geometry._maxInstanceCount === undefined ) {
							geometry._maxInstanceCount = data.meshPerAttribute * data.count;
						}
					} else {
						enableAttribute( programAttribute );
					}
					gl.bindBuffer( 34962, buffer );
					vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
				} else {
					if ( geometryAttribute.isInstancedBufferAttribute ) {
						enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
						if ( geometry._maxInstanceCount === undefined ) {
							geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
						}
					} else {
						enableAttribute( programAttribute );
					}
					gl.bindBuffer( 34962, buffer );
					vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
				}
			} else if ( name === 'instanceMatrix' ) {
				const attribute = attributes.get( object.instanceMatrix );
				// TODO Attribute may not be available on context restore
				if ( attribute === undefined ) continue;
				const buffer = attribute.buffer;
				const type = attribute.type;
				enableAttributeAndDivisor( programAttribute + 0, 1 );
				enableAttributeAndDivisor( programAttribute + 1, 1 );
				enableAttributeAndDivisor( programAttribute + 2, 1 );
				enableAttributeAndDivisor( programAttribute + 3, 1 );
				gl.bindBuffer( 34962, buffer );
				gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
				gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
				gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
				gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
			} else if ( name === 'instanceColor' ) {
				const attribute = attributes.get( object.instanceColor );
				// TODO Attribute may not be available on context restore
				if ( attribute === undefined ) continue;
				const buffer = attribute.buffer;
				const type = attribute.type;
				enableAttributeAndDivisor( programAttribute, 1 );
				gl.bindBuffer( 34962, buffer );
				gl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );
			} else if ( materialDefaultAttributeValues !== undefined ) { //默认材质?
				const value = materialDefaultAttributeValues[ name ];
				if ( value !== undefined ) {
					switch ( value.length ) { //没太看懂这部分
						case 2:
							gl.vertexAttrib2fv( programAttribute, value );
							break;
						case 3:
							gl.vertexAttrib3fv( programAttribute, value );
							break;
						case 4:
							gl.vertexAttrib4fv( programAttribute, value );
							break;
						default:
							gl.vertexAttrib1fv( programAttribute, value );
					}
				}
			}
		}
	}
	disableUnusedAttributes();
}

着色器 uniform 相关

// 获取指定名称的 uniform 变量存储位置
// @param program 制定的包含顶点或者片元着色器的程序对象
// @param name 指定想要获取其存储位置的uniform变量名称 最大长度256字节
WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);

// 将数据传给location指定的uniform变量
void uniform1f(WebGLUniformLocation? location, GLfloat x);
void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);

void uniform1i(WebGLUniformLocation? location, GLint x);
void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);

void uniform1fv(WebGLUniformLocation? location, Float32List v);
void uniform2fv(WebGLUniformLocation? location, Float32List v);
void uniform3fv(WebGLUniformLocation? location, Float32List v);
void uniform4fv(WebGLUniformLocation? location, Float32List v);

void uniform1iv(WebGLUniformLocation? location, Int32List v);
void uniform2iv(WebGLUniformLocation? location, Int32List v);
void uniform3iv(WebGLUniformLocation? location, Int32List v);
void uniform4iv(WebGLUniformLocation? location, Int32List v);

// @param 是否对矩阵进行转置 默认 false 在webgl中必须是false
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
function setValueV4f( gl, v ) {
	const cache = this.cache;
	if ( v.x !== undefined ) {
		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
			gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); //一个地址
			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;
			cache[ 2 ] = v.z;
			cache[ 3 ] = v.w;
		}
	} else {
		if ( arraysEqual( cache, v ) ) return;
		gl.uniform4fv( this.addr, v );
		copyArray( cache, v );
	}
}
function setValueV4fArray( gl, v ) {
	const data = flatten( v, this.size, 4 );
	gl.uniform4fv( this.addr, data );
}
function setValueV4i( gl, v ) {
	const cache = this.cache;
	if ( arraysEqual( cache, v ) ) return;
	gl.uniform4iv( this.addr, v );
	copyArray( cache, v );
}
function setValueM4( gl, v ) {
	const cache = this.cache;
	const elements = v.elements;
	if ( elements === undefined ) {
		if ( arraysEqual( cache, v ) ) return;
		gl.uniformMatrix4fv( this.addr, false, v );
		copyArray( cache, v );
	} else {
		if ( arraysEqual( cache, elements ) ) return;
		mat4array.set( elements );
		gl.uniformMatrix4fv( this.addr, false, mat4array );
		copyArray( cache, elements );
	}
}
function setValueM4Array( gl, v ) {
	const data = flatten( v, this.size, 16 );
	gl.uniformMatrix4fv( this.addr, false, data );
}

缓存对象

// 缓存对象
// bindBuffer 第一个参数
const GLenum ARRAY_BUFFER                   = 0x8892;
const GLenum ELEMENT_ARRAY_BUFFER           = 0x8893;
// const GLenum ARRAY_BUFFER_BINDING           = 0x8894;
// const GLenum ELEMENT_ARRAY_BUFFER_BINDING   = 0x8895;

// 绘制模式
// 下文中的usage参数值
const GLenum STREAM_DRAW                    = 0x88E0;
const GLenum STATIC_DRAW                    = 0x88E4;
const GLenum DYNAMIC_DRAW                   = 0x88E8;

// 数据类型
// vertexAttribPointer 中参数type的取值
const GLenum BYTE                           = 0x1400;
const GLenum UNSIGNED_BYTE                  = 0x1401;
const GLenum SHORT                          = 0x1402;
const GLenum UNSIGNED_SHORT                 = 0x1403;
const GLenum INT                            = 0x1404;
const GLenum UNSIGNED_INT                   = 0x1405;
const GLenum FLOAT                          = 0x1406;

// 创建缓冲区对象
WebGLBuffer? createBuffer();

// 允许使用buffer表示的缓冲区对象并将其绑定到target表示的目标上
// @param target 
//        ARRAY_BUFFER 表示缓冲区对象中包含顶点数据
//        ELEMENT_ARRAY_BUFFER 表示缓冲去对象中包含了顶点的索引值
void bindBuffer(GLenum target, WebGLBuffer? buffer);

// 开辟存储空间,向绑定在target上的缓冲区对象写入数据data
// @param target 同上
// @param data 类型化数组 比如:Float32Array...
// @param usage 优化效率 可以是以下值:
//        STATIC_DRAW 只会向缓冲区写入一次数据 需要绘制很多次
//        STREAM_DRAW 只会向缓冲区写入一次数据 需要绘制若干次
//        DYNAMIC_DRAW 会向缓冲区对象中多次写入数据 并绘制很多次
void bufferData(GLenum target, [AllowShared] BufferSource? data, GLenum usage);
void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
void bufferSubData(GLenum target, GLintptr offset, [AllowShared] BufferSource data);

// 将绑定到ARRAY_BUFFER的缓冲区对象分配给index指定的attribute变量
// @param index 指向attribute变量
// @param size 指定缓冲区中每个顶点分量的个数
// @param type 数据格式 见上面的枚举
// @param normalized 是否将浮点型数据归一化到[0, 1]或者[-1, 1]区间
// @param stride 指定相邻两个顶点之间的字节数 默认是0
// @param offset 指定缓冲区对象中的偏移量 单位字节 可以利用这个偏移量赋值多个attribute
void vertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset);

// 开启index对应的attribute对象
// 开启后不能通过 vertexAttrib[1234]f 传值
void enableVertexAttribArray(GLuint index);

// 关闭index对应的attribute对象
void disableVertexAttribArray(GLuint index);

// 删除参数buffer表示的缓冲区对象
// @param buffer 缓冲区对象 由createBuffer创建
void deleteBuffer(WebGLBuffer? buffer);
function WebGLAttributes( gl, capabilities ) {
	const isWebGL2 = capabilities.isWebGL2;
	const buffers = new WeakMap();
	function createBuffer( attribute, bufferType ) {
		const array = attribute.array;
		const usage = attribute.usage;
		const buffer = gl.createBuffer();
		gl.bindBuffer( bufferType, buffer );
		gl.bufferData( bufferType, array, usage );
		attribute.onUploadCallback();
		let type = 5126;
		if ( array instanceof Float32Array ) {
			type = 5126;
		} else if ( array instanceof Float64Array ) {
			console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
		} else if ( array instanceof Uint16Array ) {
			if ( attribute.isFloat16BufferAttribute ) {
				if ( isWebGL2 ) {
					type = 5131;
				} else {
					console.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );
				}
			} else {
				type = 5123;
			}
		} else if ( array instanceof Int16Array ) {
			type = 5122;
		} else if ( array instanceof Uint32Array ) {
			type = 5125;
		} else if ( array instanceof Int32Array ) {
			type = 5124;
		} else if ( array instanceof Int8Array ) {
			type = 5120;
		} else if ( array instanceof Uint8Array ) {
			type = 5121;
		}
		return {
			buffer: buffer,
			type: type,
			bytesPerElement: array.BYTES_PER_ELEMENT,
			version: attribute.version
		};
	}
	function updateBuffer( buffer, attribute, bufferType ) {
		const array = attribute.array;
		const updateRange = attribute.updateRange;
		gl.bindBuffer( bufferType, buffer );
		if ( updateRange.count === - 1 ) {
			// Not using update ranges
			gl.bufferSubData( bufferType, 0, array );
		} else {
			if ( isWebGL2 ) {
				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array, updateRange.offset, updateRange.count );
			} else {
				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
			}
			updateRange.count = - 1; // reset range
		}
	}
	//
	function get( attribute ) {
		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
		return buffers.get( attribute );
	}
	function remove( attribute ) {
		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
		const data = buffers.get( attribute );
		if ( data ) {
			gl.deleteBuffer( data.buffer );
			buffers.delete( attribute );
		}
	}
	function update( attribute, bufferType ) {
		if ( attribute.isGLBufferAttribute ) {
			const cached = buffers.get( attribute );
			if ( ! cached || cached.version < attribute.version ) {
				buffers.set( attribute, {
					buffer: attribute.buffer,
					type: attribute.type,
					bytesPerElement: attribute.elementSize,
					version: attribute.version
				} );
			}
			return;
		}
		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
		const data = buffers.get( attribute );
		if ( data === undefined ) {
			buffers.set( attribute, createBuffer( attribute, bufferType ) );
		} else if ( data.version < attribute.version ) {
			updateBuffer( data.buffer, attribute, bufferType );
			data.version = attribute.version;
		}
	}
	return {
		get: get,
		remove: remove,
		update: update
	};
}
	function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
		if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
			gl.vertexAttribIPointer( index, size, type, stride, offset );
		} else {
			gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
		}
	}
	function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
		const newAttributes = currentState.newAttributes;
		const enabledAttributes = currentState.enabledAttributes;
		const attributeDivisors = currentState.attributeDivisors;
		newAttributes[ attribute ] = 1;
		if ( enabledAttributes[ attribute ] === 0 ) {
			gl.enableVertexAttribArray( attribute );
			enabledAttributes[ attribute ] = 1;
		}
		if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
			const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
			extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
			attributeDivisors[ attribute ] = meshPerAttribute;
		}
	}
	function disableUnusedAttributes() {
		const newAttributes = currentState.newAttributes;
		const enabledAttributes = currentState.enabledAttributes;
		for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {
			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
				gl.disableVertexAttribArray( i );
				enabledAttributes[ i ] = 0;
			}
		}
	}
	function remove( attribute ) {
		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
		const data = buffers.get( attribute );
		if ( data ) {
			gl.deleteBuffer( data.buffer );
			buffers.delete( attribute );
		}
	}

#着色器 texture 相关

// pixelStorei 中参数pname取值

// 对图像进行Y轴反转,默认false
const GLenum UNPACK_FLIP_Y_WEBGL            = 0x9240; 
// 将图像RGB颜色值每一个分量乘以A 默认false
const GLenum UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241; 

// activeTexture 方法使用的枚举常量
const GLenum TEXTURE0                       = 0x84C0;
const GLenum TEXTURE1                       = 0x84C1;
const GLenum TEXTURE2                       = 0x84C2;
const GLenum TEXTURE3                       = 0x84C3;
const GLenum TEXTURE4                       = 0x84C4;
const GLenum TEXTURE5                       = 0x84C5;
const GLenum TEXTURE6                       = 0x84C6;
const GLenum TEXTURE7                       = 0x84C7;
const GLenum TEXTURE8                       = 0x84C8;
const GLenum TEXTURE9                       = 0x84C9;
const GLenum TEXTURE10                      = 0x84CA;
const GLenum TEXTURE11                      = 0x84CB;
const GLenum TEXTURE12                      = 0x84CC;
const GLenum TEXTURE13                      = 0x84CD;
const GLenum TEXTURE14                      = 0x84CE;
const GLenum TEXTURE15                      = 0x84CF;
const GLenum TEXTURE16                      = 0x84D0;
const GLenum TEXTURE17                      = 0x84D1;
const GLenum TEXTURE18                      = 0x84D2;
const GLenum TEXTURE19                      = 0x84D3;
const GLenum TEXTURE20                      = 0x84D4;
const GLenum TEXTURE21                      = 0x84D5;
const GLenum TEXTURE22                      = 0x84D6;
const GLenum TEXTURE23                      = 0x84D7;
const GLenum TEXTURE24                      = 0x84D8;
const GLenum TEXTURE25                      = 0x84D9;
const GLenum TEXTURE26                      = 0x84DA;
const GLenum TEXTURE27                      = 0x84DB;
const GLenum TEXTURE28                      = 0x84DC;
const GLenum TEXTURE29                      = 0x84DD;
const GLenum TEXTURE30                      = 0x84DE;
const GLenum TEXTURE31                      = 0x84DF;

// bindTexture texParameterf texParameteri texImage2D 的 target 参数
const GLenum TEXTURE_2D                     = 0x0DE1;
const GLenum TEXTURE_CUBE_MAP               = 0x8513;

// texParameterf pname 参数
// texParameteri pname 参数
const GLenum TEXTURE_MAG_FILTER             = 0x2800;
const GLenum TEXTURE_MIN_FILTER             = 0x2801;
const GLenum TEXTURE_WRAP_S                 = 0x2802;
const GLenum TEXTURE_WRAP_T                 = 0x2803;

// texParameterf param 参数 当 pname = TEXTURE_MAG_FILTER | TEXTURE_MIN_FILTER
// texParameteri param 参数 当 pname = TEXTURE_MAG_FILTER | TEXTURE_MIN_FILTER
// 以下是非金字塔纹理常量
// 使用原纹理上距离映射后像素(新像素)中心最近的那个像素的颜色值,作为新像素的值(使用曼哈顿距离)
// 曼哈顿距离又称直角距离、棋盘距离。如(x1, y1) (x2, y2)的曼哈顿距离是 |x1 - x2| + |y1 - y2|
const GLenum NEAREST                        = 0x2600;
// 使用距离新像素中心最近的四个像素的颜色值得加权平均,作为新像素的值(与 NEAREST对比,该方法图像质量更好,但是会有比较大的开销)
const GLenum LINEAR                         = 0x2601;
// 以下是金字塔纹理常量
const GLenum NEAREST_MIPMAP_NEAREST         = 0x2700;
const GLenum LINEAR_MIPMAP_NEAREST          = 0x2701;
const GLenum NEAREST_MIPMAP_LINEAR          = 0x2702;
const GLenum LINEAR_MIPMAP_LINEAR           = 0x2703;

// texParameterf param 参数 当 pname = TEXTURE_WRAP_S | TEXTURE_WRAP_T
// texParameteri param 参数 当 pname = TEXTURE_WRAP_S | TEXTURE_WRAP_T

// 平铺式的重复纹理
const GLenum REPEAT                         = 0x2901; 
// 镜像对称式的重复纹理
const GLenum CLAMP_TO_EDGE                  = 0x812F; 
// 使用纹理图像的边缘值
const GLenum MIRRORED_REPEAT                = 0x8370; 

// texImage2D 的 internalformat 参数
const GLenum ALPHA                          = 0x1906;
const GLenum RGB                            = 0x1907;
const GLenum RGBA                           = 0x1908;
const GLenum LUMINANCE                      = 0x1909;
const GLenum LUMINANCE_ALPHA                = 0x190A;

// texImage2D 的 type 参数
// 前文已定义
const GLenum UNSIGNED_BYTE; 
// RGBA
const GLenum UNSIGNED_SHORT_4_4_4_4         = 0x8033; 
// RGBA
const GLenum UNSIGNED_SHORT_5_5_5_1         = 0x8034; 
// RGB
const GLenum UNSIGNED_SHORT_5_6_5           = 0x8363; 

// 创建纹理对象以存储纹理图像
WebGLTexture? createTexture();

// 使用texture删除纹理对象
void deleteTexture(WebGLTexture? texture);

// 使用 pname 和 param 指定的方式加载得到的图像
// @param pname 见上面的枚举
// @param param 指定 非0为true、0为false 必须是整数
void pixelStorei(GLenum pname, GLint param);

// 激活纹理单元 参数是常量 gl.TEXTURE<I> 见上面枚举
void activeTexture(GLenum texture);

// 开启 texture 指定的纹理对象,并将其绑定到 target 上。 
// 如果已经通过 gl.activeTexture 激活了某个纹理单元,则纹理对象也会绑定到这个纹理单元上
// @param target 绑定类型 TEXTURE_CUBE_MAP(立方体纹理) | TEXTURE_2D (平面纹理)
// @param texture 绑定的纹理单元
void bindTexture(GLenum target, WebGLTexture? texture);

// 配置纹理,将param值赋给绑定到目标的纹理对象的pname参数上
// @param target 同上
// @param pname 见上面枚举 纹理参数
// @param param 见上面枚举 纹理参数的值
void texParameterf(GLenum target, GLenum pname, GLfloat param);
void texParameteri(GLenum target, GLenum pname, GLint param);

// 将 source 指定的图像分配给绑定到目标上的纹理对象
// @param target 同上
// @param level 传入0 (该参数是为金字塔纹理准备的)
// @param internalformat 图像的内部格式 见上枚举
// @param format 纹理数据的格式 必须使用与 internalformat 相同的值
// @param type 纹理数据的类型
// @param source 包含纹理图像的Image对象
// May throw DOMException
void texImage2D(GLenum target, GLint level, GLint internalformat, GLenum format, GLenum type, TexImageSource source);
void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);

// 最后指定纹理单元编号
// gl.uniform1i(sampler, 0);
	function createTexture( type, target, count ) {
		const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
		const texture = gl.createTexture();
		gl.bindTexture( type, texture );
		gl.texParameteri( type, 10241, 9728 );
		gl.texParameteri( type, 10240, 9728 );
		for ( let i = 0; i < count; i ++ ) {
			gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
		}
		return texture;
	}
	function initTexture( textureProperties, texture ) {
		if ( textureProperties.__webglInit === undefined ) {
			textureProperties.__webglInit = true;
			texture.addEventListener( 'dispose', onTextureDispose );
			textureProperties.__webglTexture = _gl.createTexture();
			info.memory.textures ++;
		}
	}
	function deallocateTexture( texture ) {
		const textureProperties = properties.get( texture );
		if ( textureProperties.__webglInit === undefined ) return;
		_gl.deleteTexture( textureProperties.__webglTexture );
		properties.remove( texture );
	}
	function deallocateRenderTarget( renderTarget ) {
		const texture = renderTarget.texture;
		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );
		if ( ! renderTarget ) return;
		if ( textureProperties.__webglTexture !== undefined ) {
			_gl.deleteTexture( textureProperties.__webglTexture );
		}
		if ( renderTarget.depthTexture ) {
			renderTarget.depthTexture.dispose();
		}
		if ( renderTarget.isWebGLCubeRenderTarget ) {
			for ( let i = 0; i < 6; i ++ ) {
				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
			}
		} else {
			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
			if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
		}
		properties.remove( texture );
		properties.remove( renderTarget );
	}
	function uploadTexture( textureProperties, texture, slot ) {
		let textureType = 3553;
		if ( texture.isDataTexture2DArray ) textureType = 35866;
		if ( texture.isDataTexture3D ) textureType = 32879;
		initTexture( textureProperties, texture );
		state.activeTexture( 33984 + slot );
		state.bindTexture( textureType, textureProperties.__webglTexture );
		_gl.pixelStorei( 37440, texture.flipY );
		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
		_gl.pixelStorei( 3317, texture.unpackAlignment );
		_gl.pixelStorei( 37443, 0 );
		const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
		const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
		const supportsMips = isPowerOfTwo( image ) || isWebGL2,
			glFormat = utils.convert( texture.format );
		let glType = utils.convert( texture.type ),
			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
		setTextureParameters( textureType, texture, supportsMips );
		let mipmap;
		const mipmaps = texture.mipmaps;
		if ( texture.isDepthTexture ) {
			// populate depth texture with dummy data
			glInternalFormat = 6402;
			if ( isWebGL2 ) {
				if ( texture.type === FloatType ) {
					glInternalFormat = 36012;
				} else if ( texture.type === UnsignedIntType ) {
					glInternalFormat = 33190;
				} else if ( texture.type === UnsignedInt248Type ) {
					glInternalFormat = 35056;
				} else {
					glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
				}
			} else {
				if ( texture.type === FloatType ) {
					console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
				}
			}
			// validation checks for WebGL 1
			if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
					console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
					texture.type = UnsignedShortType;
					glType = utils.convert( texture.type );
				}
			}
			if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
				// Depth stencil textures need the DEPTH_STENCIL internal format
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				glInternalFormat = 34041;
				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedInt248Type ) {
					console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
					texture.type = UnsignedInt248Type;
					glType = utils.convert( texture.type );
				}
			}
			//
			state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
		} else if ( texture.isDataTexture ) {
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
			if ( mipmaps.length > 0 && supportsMips ) {
				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
					mipmap = mipmaps[ i ];
					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
				}
				texture.generateMipmaps = false;
				textureProperties.__maxMipLevel = mipmaps.length - 1;
			} else {
				state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
				textureProperties.__maxMipLevel = 0;
			}
		} else if ( texture.isCompressedTexture ) {
			for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
				mipmap = mipmaps[ i ];
				if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
					if ( glFormat !== null ) {
						state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
					} else {
						console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
					}
				} else {
					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
				}
			}
			textureProperties.__maxMipLevel = mipmaps.length - 1;
		} else if ( texture.isDataTexture2DArray ) {
			state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
			textureProperties.__maxMipLevel = 0;
		} else if ( texture.isDataTexture3D ) {
			state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
			textureProperties.__maxMipLevel = 0;
		} else {
			// regular Texture (image, video, canvas)
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
			if ( mipmaps.length > 0 && supportsMips ) {
				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
					mipmap = mipmaps[ i ];
					state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
				}
				texture.generateMipmaps = false;
				textureProperties.__maxMipLevel = mipmaps.length - 1;
			} else {
				state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
				textureProperties.__maxMipLevel = 0;
			}
		}
		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
			generateMipmap( textureType, texture, image.width, image.height );
		}
		textureProperties.__version = texture.version;
		if ( texture.onUpdate ) texture.onUpdate( texture );
	}
	function uploadCubeTexture( textureProperties, texture, slot ) {
		if ( texture.image.length !== 6 ) return;
		initTexture( textureProperties, texture );
		state.activeTexture( 33984 + slot );
		state.bindTexture( 34067, textureProperties.__webglTexture );
		_gl.pixelStorei( 37440, texture.flipY );
		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
		_gl.pixelStorei( 3317, texture.unpackAlignment );
		_gl.pixelStorei( 37443, 0 );
		const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
		const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
		const cubeImage = [];
		for ( let i = 0; i < 6; i ++ ) {
			if ( ! isCompressed && ! isDataTexture ) {
				cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
			} else {
				cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
			}
		}
		const image = cubeImage[ 0 ],
			supportsMips = isPowerOfTwo( image ) || isWebGL2,
			glFormat = utils.convert( texture.format ),
			glType = utils.convert( texture.type ),
			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
		setTextureParameters( 34067, texture, supportsMips );
		let mipmaps;
		if ( isCompressed ) {
			for ( let i = 0; i < 6; i ++ ) {
				mipmaps = cubeImage[ i ].mipmaps;
				for ( let j = 0; j < mipmaps.length; j ++ ) {
					const mipmap = mipmaps[ j ];
					if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
						if ( glFormat !== null ) {
							state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
						} else {
							console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
						}
					} else {
						state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
					}
				}
			}
			textureProperties.__maxMipLevel = mipmaps.length - 1;
		} else {
			mipmaps = texture.mipmaps;
			for ( let i = 0; i < 6; i ++ ) {
				if ( isDataTexture ) {
					state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
					for ( let j = 0; j < mipmaps.length; j ++ ) {
						const mipmap = mipmaps[ j ];
						const mipmapImage = mipmap.image[ i ].image;
						state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
					}
				} else {
					state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
					for ( let j = 0; j < mipmaps.length; j ++ ) {
						const mipmap = mipmaps[ j ];
						state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
					}
				}
			}
			textureProperties.__maxMipLevel = mipmaps.length;
		}
		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
			// We assume images for cube map have the same size.
			generateMipmap( 34067, texture, image.width, image.height );
		}
		textureProperties.__version = texture.version;
		if ( texture.onUpdate ) texture.onUpdate( texture );
	}
	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
		const width = srcTexture.image.width;
		const height = srcTexture.image.height;
		const glFormat = utils.convert( dstTexture.format );
		const glType = utils.convert( dstTexture.type );
		textures.setTexture2D( dstTexture, 0 );
		// As another texture upload may have changed pixelStorei
		// parameters, make sure they are correct for the dstTexture
		_gl.pixelStorei( 37440, dstTexture.flipY );
		_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
		_gl.pixelStorei( 3317, dstTexture.unpackAlignment );
		if ( srcTexture.isDataTexture ) {
			_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
		} else {
			if ( srcTexture.isCompressedTexture ) {
				_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
			} else {
				_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
			}
		}
		// Generate mipmaps only when copying level 0
		if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );
		state.unbindTexture();
	};
	this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
		if ( _this.isWebGL1Renderer ) {
			console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
			return;
		}
		const { width, height, data } = srcTexture.image;
		const glFormat = utils.convert( dstTexture.format );
		const glType = utils.convert( dstTexture.type );
		let glTarget;
		if ( dstTexture.isDataTexture3D ) {
			textures.setTexture3D( dstTexture, 0 );
			glTarget = 32879;
		} else if ( dstTexture.isDataTexture2DArray ) {
			textures.setTexture2DArray( dstTexture, 0 );
			glTarget = 35866;
		} else {
			console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
			return;
		}
		_gl.pixelStorei( 37440, dstTexture.flipY );
		_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
		_gl.pixelStorei( 3317, dstTexture.unpackAlignment );
		const unpackRowLen = _gl.getParameter( 3314 );
		const unpackImageHeight = _gl.getParameter( 32878 );
		const unpackSkipPixels = _gl.getParameter( 3316 );
		const unpackSkipRows = _gl.getParameter( 3315 );
		const unpackSkipImages = _gl.getParameter( 32877 );
		_gl.pixelStorei( 3314, width );
		_gl.pixelStorei( 32878, height );
		_gl.pixelStorei( 3316, sourceBox.min.x );
		_gl.pixelStorei( 3315, sourceBox.min.y );
		_gl.pixelStorei( 32877, sourceBox.min.z );
		_gl.texSubImage3D(
			glTarget,
			level,
			position.x,
			position.y,
			position.z,
			sourceBox.max.x - sourceBox.min.x + 1,
			sourceBox.max.y - sourceBox.min.y + 1,
			sourceBox.max.z - sourceBox.min.z + 1,
			glFormat,
			glType,
			data
		);
		_gl.pixelStorei( 3314, unpackRowLen );
		_gl.pixelStorei( 32878, unpackImageHeight );
		_gl.pixelStorei( 3316, unpackSkipPixels );
		_gl.pixelStorei( 3315, unpackSkipRows );
		_gl.pixelStorei( 32877, unpackSkipImages );
		// Generate mipmaps only when copying level 0
		if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
		state.unbindTexture();
	};
	function activeTexture( webglSlot ) {
		if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
		if ( currentTextureSlot !== webglSlot ) {
			gl.activeTexture( webglSlot );
			currentTextureSlot = webglSlot;
		}
	}
	function reset() {
		// reset state
		gl.disable( 3042 );
		gl.disable( 2884 );
		gl.disable( 2929 );
		gl.disable( 32823 );
		gl.disable( 3089 );
		gl.disable( 2960 );
		gl.blendEquation( 32774 );
		gl.blendFunc( 1, 0 );
		gl.blendFuncSeparate( 1, 0, 1, 0 );
		gl.colorMask( true, true, true, true );
		gl.clearColor( 0, 0, 0, 0 );
		gl.depthMask( true );
		gl.depthFunc( 513 );
		gl.clearDepth( 1 );
		gl.stencilMask( 0xffffffff );
		gl.stencilFunc( 519, 0, 0xffffffff );
		gl.stencilOp( 7680, 7680, 7680 );
		gl.clearStencil( 0 );
		gl.cullFace( 1029 );
		gl.frontFace( 2305 );
		gl.polygonOffset( 0, 0 );
		gl.activeTexture( 33984 );
		gl.useProgram( null );
		gl.lineWidth( 1 );
		gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );
		gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );
		// reset internals
		enabledCapabilities = {};
		currentTextureSlot = null;
		currentBoundTextures = {};
		currentProgram = null;
		currentBlendingEnabled = false;
		currentBlending = null;
		currentBlendEquation = null;
		currentBlendSrc = null;
		currentBlendDst = null;
		currentBlendEquationAlpha = null;
		currentBlendSrcAlpha = null;
		currentBlendDstAlpha = null;
		currentPremultipledAlpha = false;
		currentFlipSided = null;
		currentCullFace = null;
		currentLineWidth = null;
		currentPolygonOffsetFactor = null;
		currentPolygonOffsetUnits = null;
		colorBuffer.reset();
		depthBuffer.reset();
		stencilBuffer.reset();
	}
	function createTexture( type, target, count ) {
		const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
		const texture = gl.createTexture();
		gl.bindTexture( type, texture );
		gl.texParameteri( type, 10241, 9728 );
		gl.texParameteri( type, 10240, 9728 );
		for ( let i = 0; i < count; i ++ ) {
			gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
		}
		return texture;
	}
	function bindTexture( webglType, webglTexture ) {
		if ( currentTextureSlot === null ) {
			activeTexture();
		}
		let boundTexture = currentBoundTextures[ currentTextureSlot ];
		if ( boundTexture === undefined ) {
			boundTexture = { type: undefined, texture: undefined };
			currentBoundTextures[ currentTextureSlot ] = boundTexture;
		}
		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
			gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
			boundTexture.type = webglType;
			boundTexture.texture = webglTexture;
		}
	}
	function unbindTexture() {
		const boundTexture = currentBoundTextures[ currentTextureSlot ];
		if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
			gl.bindTexture( boundTexture.type, null );
			boundTexture.type = undefined;
			boundTexture.texture = undefined;
		}
	}
	function setTextureParameters( textureType, texture, supportsMips ) {
		if ( supportsMips ) {
			_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
			_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
			if ( textureType === 32879 || textureType === 35866 ) {
				_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
			}
			_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
			_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
		} else {
			_gl.texParameteri( textureType, 10242, 33071 );
			_gl.texParameteri( textureType, 10243, 33071 );
			if ( textureType === 32879 || textureType === 35866 ) {
				_gl.texParameteri( textureType, 32882, 33071 );
			}
			if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
			}
			_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
			if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
			}
		}
		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
			if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
			if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only
			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
			}
		}
	}

#启用功能

// enable disable 的 cap 参数
const GLenum CULL_FACE                      = 0x0B44;
// 混合
const GLenum BLEND                          = 0x0BE2;
const GLenum DITHER                         = 0x0BD0;
const GLenum STENCIL_TEST                   = 0x0B90;
// 隐藏面消除
const GLenum DEPTH_TEST                     = 0x0B71;
const GLenum SCISSOR_TEST                   = 0x0C11;
// 多边形位移 (解决深度冲突问题)
const GLenum POLYGON_OFFSET_FILL            = 0x8037;
const GLenum SAMPLE_ALPHA_TO_COVERAGE       = 0x809E;
const GLenum SAMPLE_COVERAGE                = 0x80A0;

// 启用功能
void enable(GLenum cap);

// 关闭功能
void disable(GLenum cap);

// 解决深度冲突
// gl.enable(POLYGON_OFFSET_FILL);
// 指定加到每个顶点绘制后Z值上的偏移量,偏移量按照公式 m * factor + r * units 计算,其中m代表顶点所在表面
// 相对于观察者的实现角度,而r表示硬件能够区分两个Z值之差的最小值
void polygonOffset(GLfloat factor, GLfloat units);

// 虽然上面的方法可以使用,但是在渲染器中用起来还是很麻烦的。
// 解决深度冲突有更好的方式,就是缩小远近裁剪面的距离
	function enable( id ) {
		if ( enabledCapabilities[ id ] !== true ) {
			gl.enable( id );
			enabledCapabilities[ id ] = true;
		}
	}
	function disable( id ) {
		if ( enabledCapabilities[ id ] !== false ) {
			gl.disable( id );
			enabledCapabilities[ id ] = false;
		}
	}
	function setPolygonOffset( polygonOffset, factor, units ) {
		if ( polygonOffset ) {
			enable( 32823 );
			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
				gl.polygonOffset( factor, units );
				currentPolygonOffsetFactor = factor;
				currentPolygonOffsetUnits = units;
			}
		} else {
			disable( 32823 );
		}
	}

#着色器相关

// createShader 的 type 参数
const GLenum FRAGMENT_SHADER                  = 0x8B30;
const GLenum VERTEX_SHADER                    = 0x8B31;

// getShaderParameter 的 pname 参数
const GLenum SHADER_TYPE                      = 0x8B4F;
const GLenum DELETE_STATUS                    = 0x8B80;
const GLenum COMPILE_STATUS                   = 0x8B81;

// 创建由type指定的着色器对象
// @param type 见上枚举
WebGLShader? createShader(GLenum type);

// 删除 shader 指定的着色器对象
void deleteShader(WebGLShader? shader);

// 将 source 指定的字符串形式的代码传入shader指定的着色器 如果之前已经向shader传入了代码 旧的代码就会被替换掉
void shaderSource(WebGLShader shader, DOMString source);

// 编译 shader 指定的着色器中的源代码
void compileShader(WebGLShader shader);

// 获取 shader 指定的着色器中 pname 指定的参数信息
// @param pname 见上枚举
any getShaderParameter(WebGLShader shader, GLenum pname);

// 如果 getShaderParameter(shader, COMPILE_STATUS) 返回false 
// 则可以通过 此函数获取 指定shader 的信息日志
DOMString? getShaderInfoLog(WebGLShader shader);
function WebGLShader( gl, type, string ) {
	const shader = gl.createShader( type );
	gl.shaderSource( shader, string );
	gl.compileShader( shader );
	return shader;
}
function getShaderErrors( gl, shader, type ) {
	const status = gl.getShaderParameter( shader, 35713 );
	const log = gl.getShaderInfoLog( shader ).trim();
	if ( status && log === '' ) return '';
	// --enable-privileged-webgl-extension
	// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
	const source = gl.getShaderSource( shader );
	return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
}

着色器程序相关

// getProgramParameter 的 pname 参数
// 着色器相关 章节已定义
const GLenum DELETE_STATUS; 
const GLenum LINK_STATUS                      = 0x8B82;
const GLenum VALIDATE_STATUS                  = 0x8B83;
const GLenum ATTACHED_SHADERS                 = 0x8B85;
const GLenum ACTIVE_UNIFORMS                  = 0x8B86;
const GLenum ACTIVE_ATTRIBUTES                = 0x8B89;

// 创建着色器程序对象
WebGLProgram? createProgram();

// 删除着色器程序对象
void deleteProgram(WebGLProgram? program);

// 将 shader 指定的着色器对象分配给 program 指定的程序对象
void attachShader(WebGLProgram program, WebGLShader shader);

// 取消 shader 指定的着色器对 program 对象的分配
void detachShader(WebGLProgram program, WebGLShader shader);

// 连接 program 指定的程序对象中的着色器
// 目的:
// 1. 保证顶点着色器 和 片元着色器的varying变量同名同类型,且一一对应
// 2. 保证顶点着色器对每个varying变量赋了值
// 3. 保证顶点着色器 和 片元着色器中的同名 uniform 变量也是同类型的 无需一一对应
// 4. 保证着色器中的attribute、uniform、varying变量的个数没有超过着色器上限
void linkProgram(WebGLProgram program);

// 获取 program 指定的程序对象中 pname 指定的参数信息
// @param pname 见上枚举
any getProgramParameter(WebGLProgram program, GLenum pname);

// 如果通过 getProgramParameter(LINK_STATUS) 获得返回值 为 false
// 可以通过 此函数获取 program 指定的程序对象的信息日志
DOMString? getProgramInfoLog(WebGLProgram program);

// 验证 WebGLProgram 
void validateProgram(WebGLProgram program);

// 告知 WEBGL 系统绘制时使用的 program 对象
void useProgram(WebGLProgram? program);
function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
	const gl = renderer.getContext();
	const defines = parameters.defines;
	let vertexShader = parameters.vertexShader;
	let fragmentShader = parameters.fragmentShader;
	const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
	const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
	const envMapModeDefine = generateEnvMapModeDefine( parameters );
	const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
	const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
	const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
	const customDefines = generateDefines( defines );
	const program = gl.createProgram();
	let prefixVertex, prefixFragment;
	let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
	if ( parameters.isRawShaderMaterial ) {
		prefixVertex = [
			customDefines
		].filter( filterEmptyLine ).join( '\n' );
		if ( prefixVertex.length > 0 ) {
			prefixVertex += '\n';
		}
		prefixFragment = [
			customExtensions,
			customDefines
		].filter( filterEmptyLine ).join( '\n' );
		if ( prefixFragment.length > 0 ) {
			prefixFragment += '\n';
		}
	} else {
		prefixVertex = [
			generatePrecision( parameters ),
			'#define SHADER_NAME ' + parameters.shaderName,
			customDefines,
			parameters.instancing ? '#define USE_INSTANCING' : '',
			parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
			parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
			'#define GAMMA_FACTOR ' + gammaFactorDefine,
			'#define MAX_BONES ' + parameters.maxBones,
			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
			parameters.map ? '#define USE_MAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
			parameters.flatShading ? '#define FLAT_SHADED' : '',
			parameters.skinning ? '#define USE_SKINNING' : '',
			parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
			parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
			parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',
			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
			parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
			'uniform mat4 modelMatrix;',
			'uniform mat4 modelViewMatrix;',
			'uniform mat4 projectionMatrix;',
			'uniform mat4 viewMatrix;',
			'uniform mat3 normalMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',
			'#ifdef USE_INSTANCING',
			'	attribute mat4 instanceMatrix;',
			'#endif',
			'#ifdef USE_INSTANCING_COLOR',
			'	attribute vec3 instanceColor;',
			'#endif',
			'attribute vec3 position;',
			'attribute vec3 normal;',
			'attribute vec2 uv;',
			'#ifdef USE_TANGENT',
			'	attribute vec4 tangent;',
			'#endif',
			'#ifdef USE_COLOR',
			'	attribute vec3 color;',
			'#endif',
			'#ifdef USE_MORPHTARGETS',
			'	attribute vec3 morphTarget0;',
			'	attribute vec3 morphTarget1;',
			'	attribute vec3 morphTarget2;',
			'	attribute vec3 morphTarget3;',
			'	#ifdef USE_MORPHNORMALS',
			'		attribute vec3 morphNormal0;',
			'		attribute vec3 morphNormal1;',
			'		attribute vec3 morphNormal2;',
			'		attribute vec3 morphNormal3;',
			'	#else',
			'		attribute vec3 morphTarget4;',
			'		attribute vec3 morphTarget5;',
			'		attribute vec3 morphTarget6;',
			'		attribute vec3 morphTarget7;',
			'	#endif',
			'#endif',
			'#ifdef USE_SKINNING',
			'	attribute vec4 skinIndex;',
			'	attribute vec4 skinWeight;',
			'#endif',
			'\n'
		].filter( filterEmptyLine ).join( '\n' );
		prefixFragment = [
			customExtensions,
			generatePrecision( parameters ),
			'#define SHADER_NAME ' + parameters.shaderName,
			customDefines,
			parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
			'#define GAMMA_FACTOR ' + gammaFactorDefine,
			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
			parameters.map ? '#define USE_MAP' : '',
			parameters.matcap ? '#define USE_MATCAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapTypeDefine : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.envMap ? '#define ' + envMapBlendingDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
			parameters.sheen ? '#define USE_SHEEN' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
			parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
			parameters.flatShading ? '#define FLAT_SHADED' : '',
			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',
			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
			parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
			parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
			( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
			'uniform mat4 viewMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',
			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
			parameters.dithering ? '#define DITHERING' : '',
			ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
			parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
			parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
			parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
			parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
			parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
			getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
			parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
			'\n'
		].filter( filterEmptyLine ).join( '\n' );
	}
	vertexShader = resolveIncludes( vertexShader );
	vertexShader = replaceLightNums( vertexShader, parameters );
	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
	fragmentShader = resolveIncludes( fragmentShader );
	fragmentShader = replaceLightNums( fragmentShader, parameters );
	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
	vertexShader = unrollLoops( vertexShader );
	fragmentShader = unrollLoops( fragmentShader );
	if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
		// GLSL 3.0 conversion for built-in materials and ShaderMaterial
		versionString = '#version 300 es\n';
		prefixVertex = [
			'#define attribute in',
			'#define varying out',
			'#define texture2D texture'
		].join( '\n' ) + '\n' + prefixVertex;
		prefixFragment = [
			'#define varying in',
			( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
			'#define gl_FragDepthEXT gl_FragDepth',
			'#define texture2D texture',
			'#define textureCube texture',
			'#define texture2DProj textureProj',
			'#define texture2DLodEXT textureLod',
			'#define texture2DProjLodEXT textureProjLod',
			'#define textureCubeLodEXT textureLod',
			'#define texture2DGradEXT textureGrad',
			'#define texture2DProjGradEXT textureProjGrad',
			'#define textureCubeGradEXT textureGrad'
		].join( '\n' ) + '\n' + prefixFragment;
	}
	const vertexGlsl = versionString + prefixVertex + vertexShader;
	const fragmentGlsl = versionString + prefixFragment + fragmentShader;
	// console.log( '*VERTEX*', vertexGlsl );
	// console.log( '*FRAGMENT*', fragmentGlsl );
	const glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
	const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
	gl.attachShader( program, glVertexShader );
	gl.attachShader( program, glFragmentShader );
	// Force a particular attribute to index 0.
	if ( parameters.index0AttributeName !== undefined ) {
		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
	} else if ( parameters.morphTargets === true ) {
		// programs with morphTargets displace position out of attribute 0
		gl.bindAttribLocation( program, 0, 'position' );
	}
	gl.linkProgram( program );
	// check for link errors
	if ( renderer.debug.checkShaderErrors ) {
		const programLog = gl.getProgramInfoLog( program ).trim();
		const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
		const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
		let runnable = true;
		let haveDiagnostics = true;
		if ( gl.getProgramParameter( program, 35714 ) === false ) {
			runnable = false;
			const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
			const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
		} else if ( programLog !== '' ) {
			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
		} else if ( vertexLog === '' || fragmentLog === '' ) {
			haveDiagnostics = false;
		}
		if ( haveDiagnostics ) {
			this.diagnostics = {
				runnable: runnable,
				programLog: programLog,
				vertexShader: {
					log: vertexLog,
					prefix: prefixVertex
				},
				fragmentShader: {
					log: fragmentLog,
					prefix: prefixFragment
				}
			};
		}
	}
	// Clean up
	// Crashes in iOS9 and iOS10. #18402
	// gl.detachShader( program, glVertexShader );
	// gl.detachShader( program, glFragmentShader );
	gl.deleteShader( glVertexShader );
	gl.deleteShader( glFragmentShader );
	// set up caching for uniform locations
	let cachedUniforms;
	this.getUniforms = function () {
		if ( cachedUniforms === undefined ) {
			cachedUniforms = new WebGLUniforms( gl, program );
		}
		return cachedUniforms;
	};
	// set up caching for attribute locations
	let cachedAttributes;
	this.getAttributes = function () {
		if ( cachedAttributes === undefined ) {
			cachedAttributes = fetchAttributeLocations( gl, program );
		}
		return cachedAttributes;
	};
	// free resource
	this.destroy = function () {
		bindingStates.releaseStatesOfProgram( this );
		gl.deleteProgram( program );
		this.program = undefined;
	};
	//
	this.name = parameters.shaderName;
	this.id = programIdCount ++;
	this.cacheKey = cacheKey;
	this.usedTimes = 1;
	this.program = program;
	this.vertexShader = glVertexShader;
	this.fragmentShader = glFragmentShader;
	return this;
}
	function useProgram( program ) {
		if ( currentProgram !== program ) {
			gl.useProgram( program );
			currentProgram = program;
			return true;
		}
		return false;
	}

#扩展

// 获取扩展
object? getExtension(DOMString name);
// 获取扩展支持信息
sequence<DOMString>? getSupportedExtensions();
function WebGLExtensions( gl ) {
	const extensions = {};
	function getExtension( name ) {
		if ( extensions[ name ] !== undefined ) {
			return extensions[ name ];
		}
		let extension;
		switch ( name ) {
			case 'WEBGL_depth_texture':
				extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
				break;
			case 'EXT_texture_filter_anisotropic':
				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
				break;
			case 'WEBGL_compressed_texture_s3tc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
				break;
			case 'WEBGL_compressed_texture_pvrtc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
				break;
			default:
				extension = gl.getExtension( name );
		}
		extensions[ name ] = extension;
		return extension;
	}
	return {
		has: function ( name ) {
			return getExtension( name ) !== null;
		},
		init: function ( capabilities ) {
			if ( capabilities.isWebGL2 ) {
				getExtension( 'EXT_color_buffer_float' );
			} else {
				getExtension( 'WEBGL_depth_texture' );
				getExtension( 'OES_texture_float' );
				getExtension( 'OES_texture_half_float' );
				getExtension( 'OES_texture_half_float_linear' );
				getExtension( 'OES_standard_derivatives' );
				getExtension( 'OES_element_index_uint' );
				getExtension( 'OES_vertex_array_object' );
				getExtension( 'ANGLE_instanced_arrays' );
			}
			getExtension( 'OES_texture_float_linear' );
			getExtension( 'EXT_color_buffer_half_float' );
		},
		get: function ( name ) {
			const extension = getExtension( name );
			if ( extension === null ) {
				console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
			}
			return extension;
		}
	};
}

#查询状态参数

// 获取当前激活的材质枚举值 getParameter
const GLenum ACTIVE_TEXTURE                 = 0x84E0;
// 获取材质最大支持数量 getParameter
const GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;

const GLenum MAX_VERTEX_ATTRIBS               = 0x8869;
const GLenum MAX_VERTEX_UNIFORM_VECTORS       = 0x8DFB;
const GLenum MAX_VARYING_VECTORS              = 0x8DFC;
const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS   = 0x8B4C;
const GLenum MAX_TEXTURE_IMAGE_UNITS          = 0x8872;
const GLenum MAX_FRAGMENT_UNIFORM_VECTORS     = 0x8DFD;

const GLenum SHADING_LANGUAGE_VERSION         = 0x8B8C;
const GLenum CURRENT_PROGRAM                  = 0x8B8D;

// 获取混合方程
const GLenum BLEND_EQUATION                 = 0x8009;
const GLenum BLEND_EQUATION_RGB             = 0x8009;   /* same as BLEND_EQUATION */
const GLenum BLEND_EQUATION_ALPHA           = 0x883D;

// 面消除查询
const GLenum CULL_FACE_MODE                 = 0x0B45;

// 通过查询参数获取值
any getParameter(GLenum pname);
any getTexParameter(GLenum target, GLenum pname);
// 查询着色器相关参数
any getShaderParameter(WebGLShader shader, GLenum pname);
// 查询着色器程序相关参数
any getProgramParameter(WebGLProgram program, GLenum pname);

function WebGLUniforms( gl, program ) {
	this.seq = [];
	this.map = {};
	const n = gl.getProgramParameter( program, 35718 );
	for ( let i = 0; i < n; ++ i ) {
		const info = gl.getActiveUniform( program, i ),
			addr = gl.getUniformLocation( program, info.name );
		parseUniform( info, addr, this );
	}
}

#其他方法

// 从颜色缓冲区中读取 x y width height 参数确定的矩形块中的所有像素值 并保存在pixels指定的数组中
// @param x y 选择矩形区域左上角坐标
// @param width height 选择矩形区域的宽 长
// @param format 指定像素值的颜色格式 必须为 gl.RGB
// @param type 指定像素值得数据格式 必须是 gl.UNSIGNED_BYTE
// @param pixels 类型化数组 Unit8Array
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);

// 透明混合参数
// blendFunc 的 sfactor dfactor 参数
const GLenum ZERO                           = 0;
const GLenum ONE                            = 1;
const GLenum SRC_COLOR                      = 0x0300;
const GLenum ONE_MINUS_SRC_COLOR            = 0x0301;
const GLenum SRC_ALPHA                      = 0x0302;
const GLenum ONE_MINUS_SRC_ALPHA            = 0x0303;
const GLenum DST_ALPHA                      = 0x0304;
const GLenum ONE_MINUS_DST_ALPHA            = 0x0305;
// blendFunc 的 sfactor 参数
const GLenum DST_COLOR                      = 0x0306;
const GLenum ONE_MINUS_DST_COLOR            = 0x0307;
const GLenum SRC_ALPHA_SATURATE             = 0x0308;

// 通过参数 sfactor 和 dfactor 指定进行混合操作的函数 混合后的颜色如下计算
// 混合后颜色 = 源颜色 * sfactor + 目标颜色 * dfactor
// @param sfactor 见此方法上枚举
// @param dfactor 见此方法上枚举
void blendFunc(GLenum sfactor, GLenum dfactor);
// 同上 只是分开设置RGB 和 ALPHA
void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);

// 创建帧缓冲区对象
WebGLFramebuffer? createFramebuffer();
// 删除帧缓冲区对象
void deleteFramebuffer(WebGLFramebuffer? framebuffer);
// 创建渲染缓冲区对象
WebGLRenderbuffer? createRenderbuffer();
// 删除渲染缓冲区对象
void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);

 const GLenum RENDERBUFFER                   = 0x8D41;

// 将 renderbuffer 指定的渲染缓冲区对象绑定在target目标上
// 如果 renderbuffer 为 null 则将已经绑定在target目标上的渲染缓冲区对象解除绑定
// @param target 必须是 gl.RENDERBUFFER
void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);

// 表示渲染缓冲区将替代颜色缓冲区 
const GLenum RGBA4                          = 0x8056;
const GLenum RGB5_A1                        = 0x8057;
const GLenum RGB565                         = 0x8D62;
// 表示渲染缓冲区将替代深度缓冲区
const GLenum DEPTH_COMPONENT16              = 0x81A5;
// 表示渲染缓冲区将替代模板缓冲区
const GLenum STENCIL_INDEX8                 = 0x8D48;

// 创建并初始化渲染缓冲区的数据区
// @param target 必须是 gl.RENDERBUFFER
// @param internalformat 指定渲染缓冲区中的数据格式 见方法上枚举
// @param width height 指定渲染缓冲区的宽度和高度 单位像素
void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);

// 绑定帧缓冲区
// FBO就是由颜色附件(COLOR_ATTACHMENT0),深度附件(DEPTH_ATTACHMENT),模板附件(STENCIL_ATTACHMENT)组成的一个逻辑存储对象
// RBO是一个2D图像缓冲区,可以用于分配和存储颜色值,深度或者模板值,可以作为FBO的颜色,深度模板附件。
void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);

// attachment
const GLenum COLOR_ATTACHMENT0              = 0x8CE0;
const GLenum DEPTH_ATTACHMENT               = 0x8D00;
const GLenum STENCIL_ATTACHMENT             = 0x8D20;
const GLenum DEPTH_STENCIL_ATTACHMENT       = 0x821A;

// 设置纹理为 attachment 附件
void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level);
// 设置渲染缓冲区对象为 attachment 附件
void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer);
// 检查帧缓冲区
[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
// 设置视口宽度
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);

// 锁定或者释放深度缓冲区的写入操作
// @param flag false 只读 true 可读写
void depthMask(GLboolean flag);

// 返回类似下列上下文参数
// { 
//   alpha: true, 
//   antialias: true, 
//   depth: true, 
//   failIfMajorPerformanceCaveat: false, 
//   premultipliedAlpha: true, 
//   preserveDrawingBuffer: false, 
//   stencil: false 
// }
// 可以通过下列方法设置
// canvas.getContext('webgl', { antialias: false, depth: false });
[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();
// 标记上下文是否已经丢失
[WebGLHandlesContextLoss] boolean isContextLost();

// 设置源和目标混合因子 值范围 在0到1之间
void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);

// blendEquation 的 mode 参数
const GLenum FUNC_ADD                       = 0x8006;
const GLenum FUNC_SUBTRACT                  = 0x800A;
const GLenum FUNC_REVERSE_SUBTRACT          = 0x800B;

// 将RGB混合方程和阿尔法混合方程设置为单个方程。
// 混合方程式确定新像素如何与 WebGLFramebuffer 中的像素组合
// @ext EXT_blend_minmax
void blendEquation(GLenum mode);
// 同上 只是分开设置RGB 和 ALPHA
// @ext EXT_blend_minmax
void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);

// 设置在绘制或渲染WebGLFramebuffer时要开启或关闭的颜色分量。
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);

// 指定一个为压缩格式的2D纹理图片。
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, [AllowShared] ArrayBufferView data);

// 指定一个为压缩格式的2D纹理子图片。
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, [AllowShared] ArrayBufferView data);

// 复制2D纹理图片。
void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);

// 复制2D纹理子图片。
void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);

// cullFace 的 mode 参数
const GLenum FRONT                          = 0x0404;
const GLenum BACK                           = 0x0405;
const GLenum FRONT_AND_BACK                 = 0x0408;

// 设置多边形的正面或反面是否要被排除。
// gl.enable(gl.CULL_FACE);
// gl.cullFace(gl.FRONT_AND_BACK);
// gl.getParameter(gl.CULL_FACE_MODE) === gl.FRONT_AND_BACK;
void cullFace(GLenum mode);

// depthFunc 的 func 参数
const GLenum NEVER                          = 0x0200;
const GLenum LESS                           = 0x0201;
const GLenum EQUAL                          = 0x0202;
const GLenum LEQUAL                         = 0x0203;
const GLenum GREATER                        = 0x0204;
const GLenum NOTEQUAL                       = 0x0205;
const GLenum GEQUAL                         = 0x0206;
const GLenum ALWAYS                         = 0x0207;

// 设置比较输入像素深度和深度缓存值得函数
// gl.enable(gl.DEPTH_TEST);
// gl.depthFunc(gl.NEVER);
// gl.getParameter(gl.DEPTH_FUNC) === gl.NEVER;
void depthFunc(GLenum func);

// 设置从规范化设备坐标映射到窗口或视口坐标时的深度范围。
void depthRange(GLclampf zNear, GLclampf zFar);

// 阻断执行,直到之前所有的操作都完成。
void finish();

// 清空缓冲的命令,这会导致所有命令尽快执行完。
void flush();

// 设置多边形的正面使用顺时针还是逆时针绘制表示。
void frontFace(GLenum mode);

// 为 WebGLTexture 对象生成一组mip纹理映射。
void generateMipmap(GLenum target);

// 返回激活状态的attribute变量信息。
WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
// 返回激活状态的uniform 变量信息。
WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
// 返回附加在 WebGLProgram 上的 WebGLShader 对象的列表
sequence<WebGLShader>? getAttachedShaders(WebGLProgram program);

// 返回缓冲信息。
any getBufferParameter(GLenum target, GLenum pname);

// 返回错误信息。
[WebGLHandlesContextLoss] GLenum getError();

// 返回帧缓冲区的信息。
any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname);

// 返回渲染缓冲区的信息。
any getRenderbufferParameter(GLenum target, GLenum pname);

// 返回一个描述着色器数字类型精度的WebGLShaderPrecisionFormat 对象。
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);

// 以字符串形式返回 WebGLShader 的源码。
DOMString? getShaderSource(WebGLShader shader);

// 返回指定位置的uniform 变量。
any getUniform(WebGLProgram program, WebGLUniformLocation location);

// 返回指定位置的顶点attribute变量。
any getVertexAttrib(GLuint index, GLenum pname);

// 获取给定索引的顶点attribute位置。
[WebGLHandlesContextLoss] GLintptr getVertexAttribOffset(GLuint index, GLenum pname);

// 给某些行为设置建议使用的模式。具体建议需要看执行的情况。
void hint(GLenum target, GLenum mode);
// 返回给入的缓冲是否有效。
[WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);
// 测试这个上下文的WebGL功能是否开启。
[WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap);
// 返回 Boolean 值,表示给入的 WebGLFrameBuffer 对象是否有效。
[WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
// 返回一个 Boolean 值,表示给入的 WebGLProgram 是否有效。
[WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program);
[WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
[WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);
[WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);
// 设置线宽。无效
void lineWidth(GLfloat width);

// 为抗锯齿效果设置多重取样覆盖参数。
void sampleCoverage(GLclampf value, GLboolean invert);
// 设置裁剪框。
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);

// 同时设置前面和背面的模板测试函数,及其引用值。
void stencilFunc(GLenum func, GLint ref, GLuint mask);
// 可分开设置前面或背面的模板测试函数,及其引用值。
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
// 同时启用或禁用,前面和背面的模板测试掩码。
void stencilMask(GLuint mask);
// 可分开启用或禁用,前面和背面的模板测试掩码。
void stencilMaskSeparate(GLenum face, GLuint mask);
// 同时设置,在前面和背面的模板缓冲区上执行的操作。
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
// 可分开设置,在前面和背面的模板缓冲区上执行的操作。
void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);

// 更新当前 WebGLTexture 的子矩形。
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, TexImageSource source); // May throw DOMException
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
			return;
		}
		let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
		if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
			framebuffer = framebuffer[ activeCubeFaceIndex ];
		}
		if ( framebuffer ) {
			let restore = false;
			if ( framebuffer !== _currentFramebuffer ) {
				_gl.bindFramebuffer( 36160, framebuffer );
				restore = true;
			}
			try {
				const texture = renderTarget.texture;
				const textureFormat = texture.format;
				const textureType = texture.type;
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
				}
				const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! halfFloatSupportedByExt ) {
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
				}
				if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
					}
				} else {
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
				}
			} finally {
				if ( restore ) {
					_gl.bindFramebuffer( 36160, _currentFramebuffer );
				}
			}
		}
	};
	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
		if ( blending === NoBlending ) {
			if ( currentBlendingEnabled === true ) {
				disable( 3042 );
				currentBlendingEnabled = false;
			}
			return;
		}
		if ( currentBlendingEnabled === false ) {
			enable( 3042 );
			currentBlendingEnabled = true;
		}
		if ( blending !== CustomBlending ) {
			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
					gl.blendEquation( 32774 );
					currentBlendEquation = AddEquation;
					currentBlendEquationAlpha = AddEquation;
				}
				if ( premultipliedAlpha ) {
					switch ( blending ) {
						case NormalBlending:
							gl.blendFuncSeparate( 1, 771, 1, 771 );
							break;
						case AdditiveBlending:
							gl.blendFunc( 1, 1 );
							break;
						case SubtractiveBlending:
							gl.blendFuncSeparate( 0, 0, 769, 771 );
							break;
						case MultiplyBlending:
							gl.blendFuncSeparate( 0, 768, 0, 770 );
							break;
						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;
					}
				} else {
					switch ( blending ) {
						case NormalBlending:
							gl.blendFuncSeparate( 770, 771, 1, 771 );
							break;
						case AdditiveBlending:
							gl.blendFunc( 770, 1 );
							break;
						case SubtractiveBlending:
							gl.blendFunc( 0, 769 );
							break;
						case MultiplyBlending:
							gl.blendFunc( 0, 768 );
							break;
						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;
					}
				}
				currentBlendSrc = null;
				currentBlendDst = null;
				currentBlendSrcAlpha = null;
				currentBlendDstAlpha = null;
				currentBlending = blending;
				currentPremultipledAlpha = premultipliedAlpha;
			}
			return;
		}
		// custom blending
		blendEquationAlpha = blendEquationAlpha || blendEquation;
		blendSrcAlpha = blendSrcAlpha || blendSrc;
		blendDstAlpha = blendDstAlpha || blendDst;
		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
			currentBlendEquation = blendEquation;
			currentBlendEquationAlpha = blendEquationAlpha;
		}
		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
			currentBlendSrc = blendSrc;
			currentBlendDst = blendDst;
			currentBlendSrcAlpha = blendSrcAlpha;
			currentBlendDstAlpha = blendDstAlpha;
		}
		currentBlending = blending;
		currentPremultipledAlpha = null;
	}
	function setupRenderTarget( renderTarget ) {
		const texture = renderTarget.texture;
		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );
		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
		textureProperties.__webglTexture = _gl.createTexture();
		info.memory.textures ++;
		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
		const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
		const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
		// Handles WebGL2 RGBFormat fallback - #18858
		if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {
			texture.format = RGBAFormat;
			console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
		}
		// Setup framebuffer
		if ( isCube ) {
			renderTargetProperties.__webglFramebuffer = [];
			for ( let i = 0; i < 6; i ++ ) {
				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
			}
		} else {
			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
			if ( isMultisample ) {
				if ( isWebGL2 ) {
					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
					const glFormat = utils.convert( texture.format );
					const glType = utils.convert( texture.type );
					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
					const samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
					_gl.bindRenderbuffer( 36161, null );
					if ( renderTarget.depthBuffer ) {
						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
					}
					_gl.bindFramebuffer( 36160, null );
				} else {
					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
				}
			}
		}
		// Setup color buffer
		if ( isCube ) {
			state.bindTexture( 34067, textureProperties.__webglTexture );
			setTextureParameters( 34067, texture, supportsMips );
			for ( let i = 0; i < 6; i ++ ) {
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
			}
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 34067, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 34067, null );
		} else {
			let glTextureType = 3553;
			if ( isRenderTarget3D ) {
				// Render targets containing layers, i.e: Texture 3D and 2d arrays
				if ( isWebGL2 ) {
					const isTexture3D = texture.isDataTexture3D;
					glTextureType = isTexture3D ? 32879 : 35866;
				} else {
					console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );
				}
			}
			state.bindTexture( glTextureType, textureProperties.__webglTexture );
			setTextureParameters( glTextureType, texture, supportsMips );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 3553, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 3553, null );
		}
		// Setup depth and stencil buffers
		if ( renderTarget.depthBuffer ) {
			setupDepthRenderbuffer( renderTarget );
		}
	}
	function deallocateRenderTarget( renderTarget ) {
		const texture = renderTarget.texture;
		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );
		if ( ! renderTarget ) return;
		if ( textureProperties.__webglTexture !== undefined ) {
			_gl.deleteTexture( textureProperties.__webglTexture );
		}
		if ( renderTarget.depthTexture ) {
			renderTarget.depthTexture.dispose();
		}
		if ( renderTarget.isWebGLCubeRenderTarget ) {
			for ( let i = 0; i < 6; i ++ ) {
				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
			}
		} else {
			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
			if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
		}
		properties.remove( texture );
		properties.remove( renderTarget );
	}
	function setupDepthRenderbuffer( renderTarget ) {
		const renderTargetProperties = properties.get( renderTarget );
		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		if ( renderTarget.depthTexture ) {
			if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
		} else {
			if ( isCube ) {
				renderTargetProperties.__webglDepthbuffer = [];
				for ( let i = 0; i < 6; i ++ ) {
					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
				}
			} else {
				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
			}
		}
		_gl.bindFramebuffer( 36160, null );
	}
	function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
		_gl.bindRenderbuffer( 36161, renderbuffer );
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
			let glInternalFormat = 33189;
			if ( isMultisample ) {
				const depthTexture = renderTarget.depthTexture;
				if ( depthTexture && depthTexture.isDepthTexture ) {
					if ( depthTexture.type === FloatType ) {
						glInternalFormat = 36012;
					} else if ( depthTexture.type === UnsignedIntType ) {
						glInternalFormat = 33190;
					}
				}
				const samples = getRenderTargetSamples( renderTarget );
				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
			} else {
				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
			}
			_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
			if ( isMultisample ) {
				const samples = getRenderTargetSamples( renderTarget );
				_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
			} else {
				_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
			}
			_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
		} else {
			const texture = renderTarget.texture;
			const glFormat = utils.convert( texture.format );
			const glType = utils.convert( texture.type );
			const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
			if ( isMultisample ) {
				const samples = getRenderTargetSamples( renderTarget );
				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
			} else {
				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
			}
		}
		_gl.bindRenderbuffer( 36161, null );
	}
	function setupRenderTarget( renderTarget ) {
		const texture = renderTarget.texture;
		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );
		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
		textureProperties.__webglTexture = _gl.createTexture();
		info.memory.textures ++;
		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
		const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
		const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
		// Handles WebGL2 RGBFormat fallback - #18858
		if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {
			texture.format = RGBAFormat;
			console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
		}
		// Setup framebuffer
		if ( isCube ) {
			renderTargetProperties.__webglFramebuffer = [];
			for ( let i = 0; i < 6; i ++ ) {
				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
			}
		} else {
			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
			if ( isMultisample ) {
				if ( isWebGL2 ) {
					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
					const glFormat = utils.convert( texture.format );
					const glType = utils.convert( texture.type );
					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
					const samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
					_gl.bindRenderbuffer( 36161, null );
					if ( renderTarget.depthBuffer ) {
						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
					}
					_gl.bindFramebuffer( 36160, null );
				} else {
					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
				}
			}
		}
		// Setup color buffer
		if ( isCube ) {
			state.bindTexture( 34067, textureProperties.__webglTexture );
			setTextureParameters( 34067, texture, supportsMips );
			for ( let i = 0; i < 6; i ++ ) {
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
			}
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 34067, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 34067, null );
		} else {
			let glTextureType = 3553;
			if ( isRenderTarget3D ) {
				// Render targets containing layers, i.e: Texture 3D and 2d arrays
				if ( isWebGL2 ) {
					const isTexture3D = texture.isDataTexture3D;
					glTextureType = isTexture3D ? 32879 : 35866;
				} else {
					console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );
				}
			}
			state.bindTexture( glTextureType, textureProperties.__webglTexture );
			setTextureParameters( glTextureType, texture, supportsMips );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 3553, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 3553, null );
		}
		// Setup depth and stencil buffers
		if ( renderTarget.depthBuffer ) {
			setupDepthRenderbuffer( renderTarget );
		}
	}
this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
	_currentRenderTarget = renderTarget;
	_currentActiveCubeFace = activeCubeFace;
	_currentActiveMipmapLevel = activeMipmapLevel;
	if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
		textures.setupRenderTarget( renderTarget );
	}
	let framebuffer = _framebuffer;
	let isCube = false;
	let isRenderTarget3D = false;
	if ( renderTarget ) {
		const texture = renderTarget.texture;
		if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
			isRenderTarget3D = true;
		}
		const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
		if ( renderTarget.isWebGLCubeRenderTarget ) {
			framebuffer = __webglFramebuffer[ activeCubeFace ];
			isCube = true;
		} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
			framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
		} else {
			framebuffer = __webglFramebuffer;
		}
		_currentViewport.copy( renderTarget.viewport );
		_currentScissor.copy( renderTarget.scissor );
		_currentScissorTest = renderTarget.scissorTest;
	} else {
		_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
		_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
		_currentScissorTest = _scissorTest;
	}
	if ( _currentFramebuffer !== framebuffer ) {
		_gl.bindFramebuffer( 36160, framebuffer );
		_currentFramebuffer = framebuffer;
	}
	state.viewport( _currentViewport );
	state.scissor( _currentScissor );
	state.setScissorTest( _currentScissorTest );
	if ( isCube ) {
		const textureProperties = properties.get( renderTarget.texture );
		_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
	} else if ( isRenderTarget3D ) {
		const textureProperties = properties.get( renderTarget.texture );
		const layer = activeCubeFace || 0;
		_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
	}
};

#启用功能

// enable disable 的 cap 参数
const GLenum CULL_FACE                      = 0x0B44;
// 混合
const GLenum BLEND                          = 0x0BE2;
const GLenum DITHER                         = 0x0BD0;
const GLenum STENCIL_TEST                   = 0x0B90;
// 隐藏面消除
const GLenum DEPTH_TEST                     = 0x0B71;
const GLenum SCISSOR_TEST                   = 0x0C11;
// 多边形位移 (解决深度冲突问题)
const GLenum POLYGON_OFFSET_FILL            = 0x8037;
const GLenum SAMPLE_ALPHA_TO_COVERAGE       = 0x809E;
const GLenum SAMPLE_COVERAGE                = 0x80A0;

// 启用功能
void enable(GLenum cap);

// 关闭功能
void disable(GLenum cap);

// 解决深度冲突
// gl.enable(POLYGON_OFFSET_FILL);
// 指定加到每个顶点绘制后Z值上的偏移量,偏移量按照公式 m * factor + r * units 计算,其中m代表顶点所在表面
// 相对于观察者的实现角度,而r表示硬件能够区分两个Z值之差的最小值
void polygonOffset(GLfloat factor, GLfloat units);

// 虽然上面的方法可以使用,但是在渲染器中用起来还是很麻烦的。
// 解决深度冲突有更好的方式,就是缩小远近裁剪面的距离
	function enable( id ) {
		if ( enabledCapabilities[ id ] !== true ) {
			gl.enable( id );
			enabledCapabilities[ id ] = true;
		}
	}
	function disable( id ) {
		if ( enabledCapabilities[ id ] !== false ) {
			gl.disable( id );
			enabledCapabilities[ id ] = false;
		}
	}
	function setPolygonOffset( polygonOffset, factor, units ) {
		if ( polygonOffset ) {
			enable( 32823 );
			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
				gl.polygonOffset( factor, units );
				currentPolygonOffsetFactor = factor;
				currentPolygonOffsetUnits = units;
			}
		} else {
			disable( 32823 );
		}
	}

#着色器相关

// createShader 的 type 参数
const GLenum FRAGMENT_SHADER                  = 0x8B30;
const GLenum VERTEX_SHADER                    = 0x8B31;

// getShaderParameter 的 pname 参数
const GLenum SHADER_TYPE                      = 0x8B4F;
const GLenum DELETE_STATUS                    = 0x8B80;
const GLenum COMPILE_STATUS                   = 0x8B81;

// 创建由type指定的着色器对象
// @param type 见上枚举
WebGLShader? createShader(GLenum type);

// 删除 shader 指定的着色器对象
void deleteShader(WebGLShader? shader);

// 将 source 指定的字符串形式的代码传入shader指定的着色器 如果之前已经向shader传入了代码 旧的代码就会被替换掉
void shaderSource(WebGLShader shader, DOMString source);

// 编译 shader 指定的着色器中的源代码
void compileShader(WebGLShader shader);

// 获取 shader 指定的着色器中 pname 指定的参数信息
// @param pname 见上枚举
any getShaderParameter(WebGLShader shader, GLenum pname);

// 如果 getShaderParameter(shader, COMPILE_STATUS) 返回false 
// 则可以通过 此函数获取 指定shader 的信息日志
DOMString? getShaderInfoLog(WebGLShader shader);
function WebGLShader( gl, type, string ) {
	const shader = gl.createShader( type );
	gl.shaderSource( shader, string );
	gl.compileShader( shader );
	return shader;
}
function getShaderErrors( gl, shader, type ) {
	const status = gl.getShaderParameter( shader, 35713 );
	const log = gl.getShaderInfoLog( shader ).trim();
	if ( status && log === '' ) return '';
	// --enable-privileged-webgl-extension
	// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
	const source = gl.getShaderSource( shader );
	return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
}

#着色器程序相关

// getProgramParameter 的 pname 参数
// 着色器相关 章节已定义
const GLenum DELETE_STATUS; 
const GLenum LINK_STATUS                      = 0x8B82;
const GLenum VALIDATE_STATUS                  = 0x8B83;
const GLenum ATTACHED_SHADERS                 = 0x8B85;
const GLenum ACTIVE_UNIFORMS                  = 0x8B86;
const GLenum ACTIVE_ATTRIBUTES                = 0x8B89;

// 创建着色器程序对象
WebGLProgram? createProgram();

// 删除着色器程序对象
void deleteProgram(WebGLProgram? program);

// 将 shader 指定的着色器对象分配给 program 指定的程序对象
void attachShader(WebGLProgram program, WebGLShader shader);

// 取消 shader 指定的着色器对 program 对象的分配
void detachShader(WebGLProgram program, WebGLShader shader);

// 连接 program 指定的程序对象中的着色器
// 目的:
// 1. 保证顶点着色器 和 片元着色器的varying变量同名同类型,且一一对应
// 2. 保证顶点着色器对每个varying变量赋了值
// 3. 保证顶点着色器 和 片元着色器中的同名 uniform 变量也是同类型的 无需一一对应
// 4. 保证着色器中的attribute、uniform、varying变量的个数没有超过着色器上限
void linkProgram(WebGLProgram program);

// 获取 program 指定的程序对象中 pname 指定的参数信息
// @param pname 见上枚举
any getProgramParameter(WebGLProgram program, GLenum pname);

// 如果通过 getProgramParameter(LINK_STATUS) 获得返回值 为 false
// 可以通过 此函数获取 program 指定的程序对象的信息日志
DOMString? getProgramInfoLog(WebGLProgram program);

// 验证 WebGLProgram 
void validateProgram(WebGLProgram program);

// 告知 WEBGL 系统绘制时使用的 program 对象
void useProgram(WebGLProgram? program);
function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
	const gl = renderer.getContext();
	const defines = parameters.defines;
	let vertexShader = parameters.vertexShader;
	let fragmentShader = parameters.fragmentShader;
	const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
	const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
	const envMapModeDefine = generateEnvMapModeDefine( parameters );
	const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
	const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
	const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
	const customDefines = generateDefines( defines );
	const program = gl.createProgram();
	let prefixVertex, prefixFragment;
	let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
	if ( parameters.isRawShaderMaterial ) {
		prefixVertex = [
			customDefines
		].filter( filterEmptyLine ).join( '\n' );
		if ( prefixVertex.length > 0 ) {
			prefixVertex += '\n';
		}
		prefixFragment = [
			customExtensions,
			customDefines
		].filter( filterEmptyLine ).join( '\n' );
		if ( prefixFragment.length > 0 ) {
			prefixFragment += '\n';
		}
	} else {
		prefixVertex = [
			generatePrecision( parameters ),
			'#define SHADER_NAME ' + parameters.shaderName,
			customDefines,
			parameters.instancing ? '#define USE_INSTANCING' : '',
			parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
			parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
			'#define GAMMA_FACTOR ' + gammaFactorDefine,
			'#define MAX_BONES ' + parameters.maxBones,
			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
			parameters.map ? '#define USE_MAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
			parameters.flatShading ? '#define FLAT_SHADED' : '',
			parameters.skinning ? '#define USE_SKINNING' : '',
			parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
			parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
			parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',
			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
			parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
			'uniform mat4 modelMatrix;',
			'uniform mat4 modelViewMatrix;',
			'uniform mat4 projectionMatrix;',
			'uniform mat4 viewMatrix;',
			'uniform mat3 normalMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',
			'#ifdef USE_INSTANCING',
			'	attribute mat4 instanceMatrix;',
			'#endif',
			'#ifdef USE_INSTANCING_COLOR',
			'	attribute vec3 instanceColor;',
			'#endif',
			'attribute vec3 position;',
			'attribute vec3 normal;',
			'attribute vec2 uv;',
			'#ifdef USE_TANGENT',
			'	attribute vec4 tangent;',
			'#endif',
			'#ifdef USE_COLOR',
			'	attribute vec3 color;',
			'#endif',
			'#ifdef USE_MORPHTARGETS',
			'	attribute vec3 morphTarget0;',
			'	attribute vec3 morphTarget1;',
			'	attribute vec3 morphTarget2;',
			'	attribute vec3 morphTarget3;',
			'	#ifdef USE_MORPHNORMALS',
			'		attribute vec3 morphNormal0;',
			'		attribute vec3 morphNormal1;',
			'		attribute vec3 morphNormal2;',
			'		attribute vec3 morphNormal3;',
			'	#else',
			'		attribute vec3 morphTarget4;',
			'		attribute vec3 morphTarget5;',
			'		attribute vec3 morphTarget6;',
			'		attribute vec3 morphTarget7;',
			'	#endif',
			'#endif',
			'#ifdef USE_SKINNING',
			'	attribute vec4 skinIndex;',
			'	attribute vec4 skinWeight;',
			'#endif',
			'\n'
		].filter( filterEmptyLine ).join( '\n' );
		prefixFragment = [
			customExtensions,
			generatePrecision( parameters ),
			'#define SHADER_NAME ' + parameters.shaderName,
			customDefines,
			parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
			'#define GAMMA_FACTOR ' + gammaFactorDefine,
			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
			parameters.map ? '#define USE_MAP' : '',
			parameters.matcap ? '#define USE_MATCAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapTypeDefine : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.envMap ? '#define ' + envMapBlendingDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
			parameters.sheen ? '#define USE_SHEEN' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
			parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
			parameters.flatShading ? '#define FLAT_SHADED' : '',
			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',
			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
			parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
			parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
			( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
			'uniform mat4 viewMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',
			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
			parameters.dithering ? '#define DITHERING' : '',
			ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
			parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
			parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
			parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
			parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
			parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
			getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
			parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
			'\n'
		].filter( filterEmptyLine ).join( '\n' );
	}
	vertexShader = resolveIncludes( vertexShader );
	vertexShader = replaceLightNums( vertexShader, parameters );
	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
	fragmentShader = resolveIncludes( fragmentShader );
	fragmentShader = replaceLightNums( fragmentShader, parameters );
	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
	vertexShader = unrollLoops( vertexShader );
	fragmentShader = unrollLoops( fragmentShader );
	if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
		// GLSL 3.0 conversion for built-in materials and ShaderMaterial
		versionString = '#version 300 es\n';
		prefixVertex = [
			'#define attribute in',
			'#define varying out',
			'#define texture2D texture'
		].join( '\n' ) + '\n' + prefixVertex;
		prefixFragment = [
			'#define varying in',
			( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
			'#define gl_FragDepthEXT gl_FragDepth',
			'#define texture2D texture',
			'#define textureCube texture',
			'#define texture2DProj textureProj',
			'#define texture2DLodEXT textureLod',
			'#define texture2DProjLodEXT textureProjLod',
			'#define textureCubeLodEXT textureLod',
			'#define texture2DGradEXT textureGrad',
			'#define texture2DProjGradEXT textureProjGrad',
			'#define textureCubeGradEXT textureGrad'
		].join( '\n' ) + '\n' + prefixFragment;
	}
	const vertexGlsl = versionString + prefixVertex + vertexShader;
	const fragmentGlsl = versionString + prefixFragment + fragmentShader;
	// console.log( '*VERTEX*', vertexGlsl );
	// console.log( '*FRAGMENT*', fragmentGlsl );
	const glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
	const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
	gl.attachShader( program, glVertexShader );
	gl.attachShader( program, glFragmentShader );
	// Force a particular attribute to index 0.
	if ( parameters.index0AttributeName !== undefined ) {
		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
	} else if ( parameters.morphTargets === true ) {
		// programs with morphTargets displace position out of attribute 0
		gl.bindAttribLocation( program, 0, 'position' );
	}
	gl.linkProgram( program );
	// check for link errors
	if ( renderer.debug.checkShaderErrors ) {
		const programLog = gl.getProgramInfoLog( program ).trim();
		const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
		const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
		let runnable = true;
		let haveDiagnostics = true;
		if ( gl.getProgramParameter( program, 35714 ) === false ) {
			runnable = false;
			const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
			const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
		} else if ( programLog !== '' ) {
			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
		} else if ( vertexLog === '' || fragmentLog === '' ) {
			haveDiagnostics = false;
		}
		if ( haveDiagnostics ) {
			this.diagnostics = {
				runnable: runnable,
				programLog: programLog,
				vertexShader: {
					log: vertexLog,
					prefix: prefixVertex
				},
				fragmentShader: {
					log: fragmentLog,
					prefix: prefixFragment
				}
			};
		}
	}
	// Clean up
	// Crashes in iOS9 and iOS10. #18402
	// gl.detachShader( program, glVertexShader );
	// gl.detachShader( program, glFragmentShader );
	gl.deleteShader( glVertexShader );
	gl.deleteShader( glFragmentShader );
	// set up caching for uniform locations
	let cachedUniforms;
	this.getUniforms = function () {
		if ( cachedUniforms === undefined ) {
			cachedUniforms = new WebGLUniforms( gl, program );
		}
		return cachedUniforms;
	};
	// set up caching for attribute locations
	let cachedAttributes;
	this.getAttributes = function () {
		if ( cachedAttributes === undefined ) {
			cachedAttributes = fetchAttributeLocations( gl, program );
		}
		return cachedAttributes;
	};
	// free resource
	this.destroy = function () {
		bindingStates.releaseStatesOfProgram( this );
		gl.deleteProgram( program );
		this.program = undefined;
	};
	//
	this.name = parameters.shaderName;
	this.id = programIdCount ++;
	this.cacheKey = cacheKey;
	this.usedTimes = 1;
	this.program = program;
	this.vertexShader = glVertexShader;
	this.fragmentShader = glFragmentShader;
	return this;
}
	function useProgram( program ) {
		if ( currentProgram !== program ) {
			gl.useProgram( program );
			currentProgram = program;
			return true;
		}
		return false;
	}

#扩展

// 获取扩展
object? getExtension(DOMString name);
// 获取扩展支持信息
sequence<DOMString>? getSupportedExtensions();
function WebGLExtensions( gl ) {
	const extensions = {};
	function getExtension( name ) {
		if ( extensions[ name ] !== undefined ) {
			return extensions[ name ];
		}
		let extension;
		switch ( name ) {
			case 'WEBGL_depth_texture':
				extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
				break;
			case 'EXT_texture_filter_anisotropic':
				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
				break;
			case 'WEBGL_compressed_texture_s3tc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
				break;
			case 'WEBGL_compressed_texture_pvrtc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
				break;
			default:
				extension = gl.getExtension( name );
		}
		extensions[ name ] = extension;
		return extension;
	}
	return {
		has: function ( name ) {
			return getExtension( name ) !== null;
		},
		init: function ( capabilities ) {
			if ( capabilities.isWebGL2 ) {
				getExtension( 'EXT_color_buffer_float' );
			} else {
				getExtension( 'WEBGL_depth_texture' );
				getExtension( 'OES_texture_float' );
				getExtension( 'OES_texture_half_float' );
				getExtension( 'OES_texture_half_float_linear' );
				getExtension( 'OES_standard_derivatives' );
				getExtension( 'OES_element_index_uint' );
				getExtension( 'OES_vertex_array_object' );
				getExtension( 'ANGLE_instanced_arrays' );
			}
			getExtension( 'OES_texture_float_linear' );
			getExtension( 'EXT_color_buffer_half_float' );
		},
		get: function ( name ) {
			const extension = getExtension( name );
			if ( extension === null ) {
				console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
			}
			return extension;
		}
	};
}

#查询状态参数

// 获取当前激活的材质枚举值 getParameter
const GLenum ACTIVE_TEXTURE                 = 0x84E0;
// 获取材质最大支持数量 getParameter
const GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;

const GLenum MAX_VERTEX_ATTRIBS               = 0x8869;
const GLenum MAX_VERTEX_UNIFORM_VECTORS       = 0x8DFB;
const GLenum MAX_VARYING_VECTORS              = 0x8DFC;
const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS   = 0x8B4C;
const GLenum MAX_TEXTURE_IMAGE_UNITS          = 0x8872;
const GLenum MAX_FRAGMENT_UNIFORM_VECTORS     = 0x8DFD;

const GLenum SHADING_LANGUAGE_VERSION         = 0x8B8C;
const GLenum CURRENT_PROGRAM                  = 0x8B8D;

// 获取混合方程
const GLenum BLEND_EQUATION                 = 0x8009;
const GLenum BLEND_EQUATION_RGB             = 0x8009;   /* same as BLEND_EQUATION */
const GLenum BLEND_EQUATION_ALPHA           = 0x883D;

// 面消除查询
const GLenum CULL_FACE_MODE                 = 0x0B45;

// 通过查询参数获取值
any getParameter(GLenum pname);
any getTexParameter(GLenum target, GLenum pname);
// 查询着色器相关参数
any getShaderParameter(WebGLShader shader, GLenum pname);
// 查询着色器程序相关参数
any getProgramParameter(WebGLProgram program, GLenum pname);

function WebGLUniforms( gl, program ) {
	this.seq = [];
	this.map = {};
	const n = gl.getProgramParameter( program, 35718 );
	for ( let i = 0; i < n; ++ i ) {
		const info = gl.getActiveUniform( program, i ),
			addr = gl.getUniformLocation( program, info.name );
		parseUniform( info, addr, this );
	}
}

#其他方法

// 从颜色缓冲区中读取 x y width height 参数确定的矩形块中的所有像素值 并保存在pixels指定的数组中
// @param x y 选择矩形区域左上角坐标
// @param width height 选择矩形区域的宽 长
// @param format 指定像素值的颜色格式 必须为 gl.RGB
// @param type 指定像素值得数据格式 必须是 gl.UNSIGNED_BYTE
// @param pixels 类型化数组 Unit8Array
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);

// 透明混合参数
// blendFunc 的 sfactor dfactor 参数
const GLenum ZERO                           = 0;
const GLenum ONE                            = 1;
const GLenum SRC_COLOR                      = 0x0300;
const GLenum ONE_MINUS_SRC_COLOR            = 0x0301;
const GLenum SRC_ALPHA                      = 0x0302;
const GLenum ONE_MINUS_SRC_ALPHA            = 0x0303;
const GLenum DST_ALPHA                      = 0x0304;
const GLenum ONE_MINUS_DST_ALPHA            = 0x0305;
// blendFunc 的 sfactor 参数
const GLenum DST_COLOR                      = 0x0306;
const GLenum ONE_MINUS_DST_COLOR            = 0x0307;
const GLenum SRC_ALPHA_SATURATE             = 0x0308;

// 通过参数 sfactor 和 dfactor 指定进行混合操作的函数 混合后的颜色如下计算
// 混合后颜色 = 源颜色 * sfactor + 目标颜色 * dfactor
// @param sfactor 见此方法上枚举
// @param dfactor 见此方法上枚举
void blendFunc(GLenum sfactor, GLenum dfactor);
// 同上 只是分开设置RGB 和 ALPHA
void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);

// 创建帧缓冲区对象
WebGLFramebuffer? createFramebuffer();
// 删除帧缓冲区对象
void deleteFramebuffer(WebGLFramebuffer? framebuffer);
// 创建渲染缓冲区对象
WebGLRenderbuffer? createRenderbuffer();
// 删除渲染缓冲区对象
void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);

 const GLenum RENDERBUFFER                   = 0x8D41;

// 将 renderbuffer 指定的渲染缓冲区对象绑定在target目标上
// 如果 renderbuffer 为 null 则将已经绑定在target目标上的渲染缓冲区对象解除绑定
// @param target 必须是 gl.RENDERBUFFER
void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);

// 表示渲染缓冲区将替代颜色缓冲区 
const GLenum RGBA4                          = 0x8056;
const GLenum RGB5_A1                        = 0x8057;
const GLenum RGB565                         = 0x8D62;
// 表示渲染缓冲区将替代深度缓冲区
const GLenum DEPTH_COMPONENT16              = 0x81A5;
// 表示渲染缓冲区将替代模板缓冲区
const GLenum STENCIL_INDEX8                 = 0x8D48;

// 创建并初始化渲染缓冲区的数据区
// @param target 必须是 gl.RENDERBUFFER
// @param internalformat 指定渲染缓冲区中的数据格式 见方法上枚举
// @param width height 指定渲染缓冲区的宽度和高度 单位像素
void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);

// 绑定帧缓冲区
// FBO就是由颜色附件(COLOR_ATTACHMENT0),深度附件(DEPTH_ATTACHMENT),模板附件(STENCIL_ATTACHMENT)组成的一个逻辑存储对象
// RBO是一个2D图像缓冲区,可以用于分配和存储颜色值,深度或者模板值,可以作为FBO的颜色,深度模板附件。
void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);

// attachment
const GLenum COLOR_ATTACHMENT0              = 0x8CE0;
const GLenum DEPTH_ATTACHMENT               = 0x8D00;
const GLenum STENCIL_ATTACHMENT             = 0x8D20;
const GLenum DEPTH_STENCIL_ATTACHMENT       = 0x821A;

// 设置纹理为 attachment 附件
void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level);
// 设置渲染缓冲区对象为 attachment 附件
void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer);
// 检查帧缓冲区
[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
// 设置视口宽度
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);

// 锁定或者释放深度缓冲区的写入操作
// @param flag false 只读 true 可读写
void depthMask(GLboolean flag);

// 返回类似下列上下文参数
// { 
//   alpha: true, 
//   antialias: true, 
//   depth: true, 
//   failIfMajorPerformanceCaveat: false, 
//   premultipliedAlpha: true, 
//   preserveDrawingBuffer: false, 
//   stencil: false 
// }
// 可以通过下列方法设置
// canvas.getContext('webgl', { antialias: false, depth: false });
[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();
// 标记上下文是否已经丢失
[WebGLHandlesContextLoss] boolean isContextLost();

// 设置源和目标混合因子 值范围 在0到1之间
void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);

// blendEquation 的 mode 参数
const GLenum FUNC_ADD                       = 0x8006;
const GLenum FUNC_SUBTRACT                  = 0x800A;
const GLenum FUNC_REVERSE_SUBTRACT          = 0x800B;

// 将RGB混合方程和阿尔法混合方程设置为单个方程。
// 混合方程式确定新像素如何与 WebGLFramebuffer 中的像素组合
// @ext EXT_blend_minmax
void blendEquation(GLenum mode);
// 同上 只是分开设置RGB 和 ALPHA
// @ext EXT_blend_minmax
void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);

// 设置在绘制或渲染WebGLFramebuffer时要开启或关闭的颜色分量。
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);

// 指定一个为压缩格式的2D纹理图片。
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, [AllowShared] ArrayBufferView data);

// 指定一个为压缩格式的2D纹理子图片。
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, [AllowShared] ArrayBufferView data);

// 复制2D纹理图片。
void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);

// 复制2D纹理子图片。
void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);

// cullFace 的 mode 参数
const GLenum FRONT                          = 0x0404;
const GLenum BACK                           = 0x0405;
const GLenum FRONT_AND_BACK                 = 0x0408;

// 设置多边形的正面或反面是否要被排除。
// gl.enable(gl.CULL_FACE);
// gl.cullFace(gl.FRONT_AND_BACK);
// gl.getParameter(gl.CULL_FACE_MODE) === gl.FRONT_AND_BACK;
void cullFace(GLenum mode);

// depthFunc 的 func 参数
const GLenum NEVER                          = 0x0200;
const GLenum LESS                           = 0x0201;
const GLenum EQUAL                          = 0x0202;
const GLenum LEQUAL                         = 0x0203;
const GLenum GREATER                        = 0x0204;
const GLenum NOTEQUAL                       = 0x0205;
const GLenum GEQUAL                         = 0x0206;
const GLenum ALWAYS                         = 0x0207;

// 设置比较输入像素深度和深度缓存值得函数
// gl.enable(gl.DEPTH_TEST);
// gl.depthFunc(gl.NEVER);
// gl.getParameter(gl.DEPTH_FUNC) === gl.NEVER;
void depthFunc(GLenum func);

// 设置从规范化设备坐标映射到窗口或视口坐标时的深度范围。
void depthRange(GLclampf zNear, GLclampf zFar);

// 阻断执行,直到之前所有的操作都完成。
void finish();

// 清空缓冲的命令,这会导致所有命令尽快执行完。
void flush();

// 设置多边形的正面使用顺时针还是逆时针绘制表示。
void frontFace(GLenum mode);

// 为 WebGLTexture 对象生成一组mip纹理映射。
void generateMipmap(GLenum target);

// 返回激活状态的attribute变量信息。
WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
// 返回激活状态的uniform 变量信息。
WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
// 返回附加在 WebGLProgram 上的 WebGLShader 对象的列表
sequence<WebGLShader>? getAttachedShaders(WebGLProgram program);

// 返回缓冲信息。
any getBufferParameter(GLenum target, GLenum pname);

// 返回错误信息。
[WebGLHandlesContextLoss] GLenum getError();

// 返回帧缓冲区的信息。
any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname);

// 返回渲染缓冲区的信息。
any getRenderbufferParameter(GLenum target, GLenum pname);

// 返回一个描述着色器数字类型精度的WebGLShaderPrecisionFormat 对象。
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);

// 以字符串形式返回 WebGLShader 的源码。
DOMString? getShaderSource(WebGLShader shader);

// 返回指定位置的uniform 变量。
any getUniform(WebGLProgram program, WebGLUniformLocation location);

// 返回指定位置的顶点attribute变量。
any getVertexAttrib(GLuint index, GLenum pname);

// 获取给定索引的顶点attribute位置。
[WebGLHandlesContextLoss] GLintptr getVertexAttribOffset(GLuint index, GLenum pname);

// 给某些行为设置建议使用的模式。具体建议需要看执行的情况。
void hint(GLenum target, GLenum mode);
// 返回给入的缓冲是否有效。
[WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);
// 测试这个上下文的WebGL功能是否开启。
[WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap);
// 返回 Boolean 值,表示给入的 WebGLFrameBuffer 对象是否有效。
[WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
// 返回一个 Boolean 值,表示给入的 WebGLProgram 是否有效。
[WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program);
[WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
[WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);
[WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);
// 设置线宽。无效
void lineWidth(GLfloat width);

// 为抗锯齿效果设置多重取样覆盖参数。
void sampleCoverage(GLclampf value, GLboolean invert);
// 设置裁剪框。
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);

// 同时设置前面和背面的模板测试函数,及其引用值。
void stencilFunc(GLenum func, GLint ref, GLuint mask);
// 可分开设置前面或背面的模板测试函数,及其引用值。
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
// 同时启用或禁用,前面和背面的模板测试掩码。
void stencilMask(GLuint mask);
// 可分开启用或禁用,前面和背面的模板测试掩码。
void stencilMaskSeparate(GLenum face, GLuint mask);
// 同时设置,在前面和背面的模板缓冲区上执行的操作。
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
// 可分开设置,在前面和背面的模板缓冲区上执行的操作。
void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);

// 更新当前 WebGLTexture 的子矩形。
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, TexImageSource source); // May throw DOMException
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
			return;
		}
		let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
		if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
			framebuffer = framebuffer[ activeCubeFaceIndex ];
		}
		if ( framebuffer ) {
			let restore = false;
			if ( framebuffer !== _currentFramebuffer ) {
				_gl.bindFramebuffer( 36160, framebuffer );
				restore = true;
			}
			try {
				const texture = renderTarget.texture;
				const textureFormat = texture.format;
				const textureType = texture.type;
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
				}
				const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! halfFloatSupportedByExt ) {
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
				}
				if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
					}
				} else {
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
				}
			} finally {
				if ( restore ) {
					_gl.bindFramebuffer( 36160, _currentFramebuffer );
				}
			}
		}
	};
	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
		if ( blending === NoBlending ) {
			if ( currentBlendingEnabled === true ) {
				disable( 3042 );
				currentBlendingEnabled = false;
			}
			return;
		}
		if ( currentBlendingEnabled === false ) {
			enable( 3042 );
			currentBlendingEnabled = true;
		}
		if ( blending !== CustomBlending ) {
			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
					gl.blendEquation( 32774 );
					currentBlendEquation = AddEquation;
					currentBlendEquationAlpha = AddEquation;
				}
				if ( premultipliedAlpha ) {
					switch ( blending ) {
						case NormalBlending:
							gl.blendFuncSeparate( 1, 771, 1, 771 );
							break;
						case AdditiveBlending:
							gl.blendFunc( 1, 1 );
							break;
						case SubtractiveBlending:
							gl.blendFuncSeparate( 0, 0, 769, 771 );
							break;
						case MultiplyBlending:
							gl.blendFuncSeparate( 0, 768, 0, 770 );
							break;
						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;
					}
				} else {
					switch ( blending ) {
						case NormalBlending:
							gl.blendFuncSeparate( 770, 771, 1, 771 );
							break;
						case AdditiveBlending:
							gl.blendFunc( 770, 1 );
							break;
						case SubtractiveBlending:
							gl.blendFunc( 0, 769 );
							break;
						case MultiplyBlending:
							gl.blendFunc( 0, 768 );
							break;
						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;
					}
				}
				currentBlendSrc = null;
				currentBlendDst = null;
				currentBlendSrcAlpha = null;
				currentBlendDstAlpha = null;
				currentBlending = blending;
				currentPremultipledAlpha = premultipliedAlpha;
			}
			return;
		}
		// custom blending
		blendEquationAlpha = blendEquationAlpha || blendEquation;
		blendSrcAlpha = blendSrcAlpha || blendSrc;
		blendDstAlpha = blendDstAlpha || blendDst;
		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
			currentBlendEquation = blendEquation;
			currentBlendEquationAlpha = blendEquationAlpha;
		}
		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
			currentBlendSrc = blendSrc;
			currentBlendDst = blendDst;
			currentBlendSrcAlpha = blendSrcAlpha;
			currentBlendDstAlpha = blendDstAlpha;
		}
		currentBlending = blending;
		currentPremultipledAlpha = null;
	}
	function setupRenderTarget( renderTarget ) {
		const texture = renderTarget.texture;
		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );
		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
		textureProperties.__webglTexture = _gl.createTexture();
		info.memory.textures ++;
		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
		const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
		const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
		// Handles WebGL2 RGBFormat fallback - #18858
		if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {
			texture.format = RGBAFormat;
			console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
		}
		// Setup framebuffer
		if ( isCube ) {
			renderTargetProperties.__webglFramebuffer = [];
			for ( let i = 0; i < 6; i ++ ) {
				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
			}
		} else {
			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
			if ( isMultisample ) {
				if ( isWebGL2 ) {
					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
					const glFormat = utils.convert( texture.format );
					const glType = utils.convert( texture.type );
					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
					const samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
					_gl.bindRenderbuffer( 36161, null );
					if ( renderTarget.depthBuffer ) {
						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
					}
					_gl.bindFramebuffer( 36160, null );
				} else {
					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
				}
			}
		}
		// Setup color buffer
		if ( isCube ) {
			state.bindTexture( 34067, textureProperties.__webglTexture );
			setTextureParameters( 34067, texture, supportsMips );
			for ( let i = 0; i < 6; i ++ ) {
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
			}
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 34067, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 34067, null );
		} else {
			let glTextureType = 3553;
			if ( isRenderTarget3D ) {
				// Render targets containing layers, i.e: Texture 3D and 2d arrays
				if ( isWebGL2 ) {
					const isTexture3D = texture.isDataTexture3D;
					glTextureType = isTexture3D ? 32879 : 35866;
				} else {
					console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );
				}
			}
			state.bindTexture( glTextureType, textureProperties.__webglTexture );
			setTextureParameters( glTextureType, texture, supportsMips );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 3553, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 3553, null );
		}
		// Setup depth and stencil buffers
		if ( renderTarget.depthBuffer ) {
			setupDepthRenderbuffer( renderTarget );
		}
	}
	function deallocateRenderTarget( renderTarget ) {
		const texture = renderTarget.texture;
		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );
		if ( ! renderTarget ) return;
		if ( textureProperties.__webglTexture !== undefined ) {
			_gl.deleteTexture( textureProperties.__webglTexture );
		}
		if ( renderTarget.depthTexture ) {
			renderTarget.depthTexture.dispose();
		}
		if ( renderTarget.isWebGLCubeRenderTarget ) {
			for ( let i = 0; i < 6; i ++ ) {
				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
			}
		} else {
			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
			if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
		}
		properties.remove( texture );
		properties.remove( renderTarget );
	}
	function setupDepthRenderbuffer( renderTarget ) {
		const renderTargetProperties = properties.get( renderTarget );
		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		if ( renderTarget.depthTexture ) {
			if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
		} else {
			if ( isCube ) {
				renderTargetProperties.__webglDepthbuffer = [];
				for ( let i = 0; i < 6; i ++ ) {
					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
				}
			} else {
				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
			}
		}
		_gl.bindFramebuffer( 36160, null );
	}
	function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
		_gl.bindRenderbuffer( 36161, renderbuffer );
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
			let glInternalFormat = 33189;
			if ( isMultisample ) {
				const depthTexture = renderTarget.depthTexture;
				if ( depthTexture && depthTexture.isDepthTexture ) {
					if ( depthTexture.type === FloatType ) {
						glInternalFormat = 36012;
					} else if ( depthTexture.type === UnsignedIntType ) {
						glInternalFormat = 33190;
					}
				}
				const samples = getRenderTargetSamples( renderTarget );
				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
			} else {
				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
			}
			_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
			if ( isMultisample ) {
				const samples = getRenderTargetSamples( renderTarget );
				_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
			} else {
				_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
			}
			_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
		} else {
			const texture = renderTarget.texture;
			const glFormat = utils.convert( texture.format );
			const glType = utils.convert( texture.type );
			const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
			if ( isMultisample ) {
				const samples = getRenderTargetSamples( renderTarget );
				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
			} else {
				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
			}
		}
		_gl.bindRenderbuffer( 36161, null );
	}
	function setupRenderTarget( renderTarget ) {
		const texture = renderTarget.texture;
		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );
		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
		textureProperties.__webglTexture = _gl.createTexture();
		info.memory.textures ++;
		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
		const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
		const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
		// Handles WebGL2 RGBFormat fallback - #18858
		if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {
			texture.format = RGBAFormat;
			console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
		}
		// Setup framebuffer
		if ( isCube ) {
			renderTargetProperties.__webglFramebuffer = [];
			for ( let i = 0; i < 6; i ++ ) {
				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
			}
		} else {
			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
			if ( isMultisample ) {
				if ( isWebGL2 ) {
					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
					const glFormat = utils.convert( texture.format );
					const glType = utils.convert( texture.type );
					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
					const samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
					_gl.bindRenderbuffer( 36161, null );
					if ( renderTarget.depthBuffer ) {
						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
					}
					_gl.bindFramebuffer( 36160, null );
				} else {
					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
				}
			}
		}
		// Setup color buffer
		if ( isCube ) {
			state.bindTexture( 34067, textureProperties.__webglTexture );
			setTextureParameters( 34067, texture, supportsMips );
			for ( let i = 0; i < 6; i ++ ) {
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
			}
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 34067, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 34067, null );
		} else {
			let glTextureType = 3553;
			if ( isRenderTarget3D ) {
				// Render targets containing layers, i.e: Texture 3D and 2d arrays
				if ( isWebGL2 ) {
					const isTexture3D = texture.isDataTexture3D;
					glTextureType = isTexture3D ? 32879 : 35866;
				} else {
					console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );
				}
			}
			state.bindTexture( glTextureType, textureProperties.__webglTexture );
			setTextureParameters( glTextureType, texture, supportsMips );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );
			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
				generateMipmap( 3553, texture, renderTarget.width, renderTarget.height );
			}
			state.bindTexture( 3553, null );
		}
		// Setup depth and stencil buffers
		if ( renderTarget.depthBuffer ) {
			setupDepthRenderbuffer( renderTarget );
		}
	}
this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
	_currentRenderTarget = renderTarget;
	_currentActiveCubeFace = activeCubeFace;
	_currentActiveMipmapLevel = activeMipmapLevel;
	if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
		textures.setupRenderTarget( renderTarget );
	}
	let framebuffer = _framebuffer;
	let isCube = false;
	let isRenderTarget3D = false;
	if ( renderTarget ) {
		const texture = renderTarget.texture;
		if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
			isRenderTarget3D = true;
		}
		const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
		if ( renderTarget.isWebGLCubeRenderTarget ) {
			framebuffer = __webglFramebuffer[ activeCubeFace ];
			isCube = true;
		} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
			framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
		} else {
			framebuffer = __webglFramebuffer;
		}
		_currentViewport.copy( renderTarget.viewport );
		_currentScissor.copy( renderTarget.scissor );
		_currentScissorTest = renderTarget.scissorTest;
	} else {
		_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
		_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
		_currentScissorTest = _scissorTest;
	}
	if ( _currentFramebuffer !== framebuffer ) {
		_gl.bindFramebuffer( 36160, framebuffer );
		_currentFramebuffer = framebuffer;
	}
	state.viewport( _currentViewport );
	state.scissor( _currentScissor );
	state.setScissorTest( _currentScissorTest );
	if ( isCube ) {
		const textureProperties = properties.get( renderTarget.texture );
		_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
	} else if ( isRenderTarget3D ) {
		const textureProperties = properties.get( renderTarget.texture );
		const layer = activeCubeFace || 0;
		_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
	}
};
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