WebGLRenderer.js 59 KB

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  1. import {
  2. BackSide,
  3. DoubleSide,
  4. FrontSide,
  5. RGBAFormat,
  6. HalfFloatType,
  7. FloatType,
  8. UnsignedByteType,
  9. LinearEncoding,
  10. NoToneMapping,
  11. LinearMipmapLinearFilter,
  12. NearestFilter,
  13. ClampToEdgeWrapping
  14. } from '../constants.js';
  15. import { Frustum } from '../math/Frustum.js';
  16. import { Matrix4 } from '../math/Matrix4.js';
  17. import { Vector3 } from '../math/Vector3.js';
  18. import { Vector4 } from '../math/Vector4.js';
  19. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  20. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  21. import { WebGLBackground } from './webgl/WebGLBackground.js';
  22. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  23. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  24. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  25. import { WebGLClipping } from './webgl/WebGLClipping.js';
  26. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  27. import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
  28. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  29. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  30. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  31. import { WebGLInfo } from './webgl/WebGLInfo.js';
  32. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  33. import { WebGLMultisampleRenderTarget } from './WebGLMultisampleRenderTarget.js';
  34. import { WebGLObjects } from './webgl/WebGLObjects.js';
  35. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  36. import { WebGLProperties } from './webgl/WebGLProperties.js';
  37. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  38. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  39. import { WebGLRenderTarget } from './WebGLRenderTarget.js';
  40. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  41. import { WebGLState } from './webgl/WebGLState.js';
  42. import { WebGLTextures } from './webgl/WebGLTextures.js';
  43. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  44. import { WebGLUtils } from './webgl/WebGLUtils.js';
  45. import { WebXRManager } from './webxr/WebXRManager.js';
  46. import { WebGLMaterials } from './webgl/WebGLMaterials.js';
  47. import { createElementNS } from '../utils.js';
  48. function createCanvasElement() {
  49. const canvas = createElementNS( 'canvas' );
  50. canvas.style.display = 'block';
  51. return canvas;
  52. }
  53. function WebGLRenderer( parameters = {} ) {
  54. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  55. _context = parameters.context !== undefined ? parameters.context : null,
  56. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  57. _depth = parameters.depth !== undefined ? parameters.depth : true,
  58. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  59. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  60. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  61. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  62. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  63. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  64. let currentRenderList = null;
  65. let currentRenderState = null;
  66. // render() can be called from within a callback triggered by another render.
  67. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  68. const renderListStack = [];
  69. const renderStateStack = [];
  70. // public properties
  71. this.domElement = _canvas;
  72. // Debug configuration container
  73. this.debug = {
  74. /**
  75. * Enables error checking and reporting when shader programs are being compiled
  76. * @type {boolean}
  77. */
  78. checkShaderErrors: true
  79. };
  80. // clearing
  81. this.autoClear = true;
  82. this.autoClearColor = true;
  83. this.autoClearDepth = true;
  84. this.autoClearStencil = true;
  85. // scene graph
  86. this.sortObjects = true;
  87. // user-defined clipping
  88. this.clippingPlanes = [];
  89. this.localClippingEnabled = false;
  90. // physically based shading
  91. this.gammaFactor = 2.0; // for backwards compatibility
  92. this.outputEncoding = LinearEncoding;
  93. // physical lights
  94. this.physicallyCorrectLights = false;
  95. // tone mapping
  96. this.toneMapping = NoToneMapping;
  97. this.toneMappingExposure = 1.0;
  98. // internal properties
  99. const _this = this;
  100. let _isContextLost = false;
  101. // internal state cache
  102. let _currentActiveCubeFace = 0;
  103. let _currentActiveMipmapLevel = 0;
  104. let _currentRenderTarget = null;
  105. let _currentMaterialId = - 1;
  106. let _currentCamera = null;
  107. const _currentViewport = new Vector4();
  108. const _currentScissor = new Vector4();
  109. let _currentScissorTest = null;
  110. //
  111. let _width = _canvas.width;
  112. let _height = _canvas.height;
  113. let _pixelRatio = 1;
  114. let _opaqueSort = null;
  115. let _transparentSort = null;
  116. const _viewport = new Vector4( 0, 0, _width, _height );
  117. const _scissor = new Vector4( 0, 0, _width, _height );
  118. let _scissorTest = false;
  119. //
  120. const _currentDrawBuffers = [];
  121. // frustum
  122. const _frustum = new Frustum();
  123. // clipping
  124. let _clippingEnabled = false;
  125. let _localClippingEnabled = false;
  126. // transmission
  127. let _transmissionRenderTarget = null;
  128. // camera matrices cache
  129. const _projScreenMatrix = new Matrix4();
  130. const _vector3 = new Vector3();
  131. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  132. function getTargetPixelRatio() {
  133. return _currentRenderTarget === null ? _pixelRatio : 1;
  134. }
  135. // initialize
  136. let _gl = _context;
  137. function getContext( contextNames, contextAttributes ) {
  138. for ( let i = 0; i < contextNames.length; i ++ ) {
  139. const contextName = contextNames[ i ];
  140. const context = _canvas.getContext( contextName, contextAttributes );
  141. if ( context !== null ) return context;
  142. }
  143. return null;
  144. }
  145. try {
  146. const contextAttributes = {
  147. alpha: _alpha,
  148. depth: _depth,
  149. stencil: _stencil,
  150. antialias: _antialias,
  151. premultipliedAlpha: _premultipliedAlpha,
  152. preserveDrawingBuffer: _preserveDrawingBuffer,
  153. powerPreference: _powerPreference,
  154. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  155. };
  156. // event listeners must be registered before WebGL context is created, see #12753
  157. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  158. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  159. if ( _gl === null ) {
  160. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  161. if ( _this.isWebGL1Renderer === true ) {
  162. contextNames.shift();
  163. }
  164. _gl = getContext( contextNames, contextAttributes );
  165. if ( _gl === null ) {
  166. if ( getContext( contextNames ) ) {
  167. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  168. } else {
  169. throw new Error( 'Error creating WebGL context.' );
  170. }
  171. }
  172. }
  173. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  174. if ( _gl.getShaderPrecisionFormat === undefined ) {
  175. _gl.getShaderPrecisionFormat = function () {
  176. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  177. };
  178. }
  179. } catch ( error ) {
  180. console.error( 'THREE.WebGLRenderer: ' + error.message );
  181. throw error;
  182. }
  183. let extensions, capabilities, state, info;
  184. let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
  185. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  186. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  187. let utils, bindingStates;
  188. function initGLContext() {
  189. extensions = new WebGLExtensions( _gl );
  190. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  191. extensions.init( capabilities );
  192. utils = new WebGLUtils( _gl, extensions, capabilities );
  193. state = new WebGLState( _gl, extensions, capabilities );
  194. _currentDrawBuffers[ 0 ] = _gl.BACK;
  195. info = new WebGLInfo( _gl );
  196. properties = new WebGLProperties();
  197. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  198. cubemaps = new WebGLCubeMaps( _this );
  199. cubeuvmaps = new WebGLCubeUVMaps( _this );
  200. attributes = new WebGLAttributes( _gl, capabilities );
  201. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  202. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  203. objects = new WebGLObjects( _gl, geometries, attributes, info );
  204. morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
  205. clipping = new WebGLClipping( properties );
  206. programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
  207. materials = new WebGLMaterials( properties );
  208. renderLists = new WebGLRenderLists( properties );
  209. renderStates = new WebGLRenderStates( extensions, capabilities );
  210. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  211. shadowMap = new WebGLShadowMap( _this, objects, capabilities );
  212. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  213. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  214. info.programs = programCache.programs;
  215. _this.capabilities = capabilities;
  216. _this.extensions = extensions;
  217. _this.properties = properties;
  218. _this.renderLists = renderLists;
  219. _this.shadowMap = shadowMap;
  220. _this.state = state;
  221. _this.info = info;
  222. }
  223. initGLContext();
  224. // xr
  225. const xr = new WebXRManager( _this, _gl );
  226. this.xr = xr;
  227. // API
  228. this.getContext = function () {
  229. return _gl;
  230. };
  231. this.getContextAttributes = function () {
  232. return _gl.getContextAttributes();
  233. };
  234. this.forceContextLoss = function () {
  235. const extension = extensions.get( 'WEBGL_lose_context' );
  236. if ( extension ) extension.loseContext();
  237. };
  238. this.forceContextRestore = function () {
  239. const extension = extensions.get( 'WEBGL_lose_context' );
  240. if ( extension ) extension.restoreContext();
  241. };
  242. this.getPixelRatio = function () {
  243. return _pixelRatio;
  244. };
  245. this.setPixelRatio = function ( value ) {
  246. if ( value === undefined ) return;
  247. _pixelRatio = value;
  248. this.setSize( _width, _height, false );
  249. };
  250. this.getSize = function ( target ) {
  251. return target.set( _width, _height );
  252. };
  253. this.setSize = function ( width, height, updateStyle ) {
  254. if ( xr.isPresenting ) {
  255. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  256. return;
  257. }
  258. _width = width;
  259. _height = height;
  260. _canvas.width = Math.floor( width * _pixelRatio );
  261. _canvas.height = Math.floor( height * _pixelRatio );
  262. if ( updateStyle !== false ) {
  263. _canvas.style.width = width + 'px';
  264. _canvas.style.height = height + 'px';
  265. }
  266. this.setViewport( 0, 0, width, height );
  267. };
  268. this.getDrawingBufferSize = function ( target ) {
  269. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  270. };
  271. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  272. _width = width;
  273. _height = height;
  274. _pixelRatio = pixelRatio;
  275. _canvas.width = Math.floor( width * pixelRatio );
  276. _canvas.height = Math.floor( height * pixelRatio );
  277. this.setViewport( 0, 0, width, height );
  278. };
  279. this.getCurrentViewport = function ( target ) {
  280. return target.copy( _currentViewport );
  281. };
  282. this.getViewport = function ( target ) {
  283. return target.copy( _viewport );
  284. };
  285. this.setViewport = function ( x, y, width, height ) {
  286. if ( x.isVector4 ) {
  287. _viewport.set( x.x, x.y, x.z, x.w );
  288. } else {
  289. _viewport.set( x, y, width, height );
  290. }
  291. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  292. };
  293. this.getScissor = function ( target ) {
  294. return target.copy( _scissor );
  295. };
  296. this.setScissor = function ( x, y, width, height ) {
  297. if ( x.isVector4 ) {
  298. _scissor.set( x.x, x.y, x.z, x.w );
  299. } else {
  300. _scissor.set( x, y, width, height );
  301. }
  302. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  303. };
  304. this.getScissorTest = function () {
  305. return _scissorTest;
  306. };
  307. this.setScissorTest = function ( boolean ) {
  308. state.setScissorTest( _scissorTest = boolean );
  309. };
  310. this.setOpaqueSort = function ( method ) {
  311. _opaqueSort = method;
  312. };
  313. this.setTransparentSort = function ( method ) {
  314. _transparentSort = method;
  315. };
  316. // Clearing
  317. this.getClearColor = function ( target ) {
  318. return target.copy( background.getClearColor() );
  319. };
  320. this.setClearColor = function () {
  321. background.setClearColor.apply( background, arguments );
  322. };
  323. this.getClearAlpha = function () {
  324. return background.getClearAlpha();
  325. };
  326. this.setClearAlpha = function () {
  327. background.setClearAlpha.apply( background, arguments );
  328. };
  329. this.clear = function ( color, depth, stencil ) {
  330. let bits = 0;
  331. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  332. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  333. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  334. _gl.clear( bits );
  335. };
  336. this.clearColor = function () {
  337. this.clear( true, false, false );
  338. };
  339. this.clearDepth = function () {
  340. this.clear( false, true, false );
  341. };
  342. this.clearStencil = function () {
  343. this.clear( false, false, true );
  344. };
  345. //
  346. this.dispose = function () {
  347. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  348. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  349. renderLists.dispose();
  350. renderStates.dispose();
  351. properties.dispose();
  352. cubemaps.dispose();
  353. cubeuvmaps.dispose();
  354. objects.dispose();
  355. bindingStates.dispose();
  356. xr.dispose();
  357. xr.removeEventListener( 'sessionstart', onXRSessionStart );
  358. xr.removeEventListener( 'sessionend', onXRSessionEnd );
  359. if ( _transmissionRenderTarget ) {
  360. _transmissionRenderTarget.dispose();
  361. _transmissionRenderTarget = null;
  362. }
  363. animation.stop();
  364. };
  365. // Events
  366. function onContextLost( event ) {
  367. event.preventDefault();
  368. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  369. _isContextLost = true;
  370. }
  371. function onContextRestore( /* event */ ) {
  372. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  373. _isContextLost = false;
  374. const infoAutoReset = info.autoReset;
  375. const shadowMapEnabled = shadowMap.enabled;
  376. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  377. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  378. const shadowMapType = shadowMap.type;
  379. initGLContext();
  380. info.autoReset = infoAutoReset;
  381. shadowMap.enabled = shadowMapEnabled;
  382. shadowMap.autoUpdate = shadowMapAutoUpdate;
  383. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  384. shadowMap.type = shadowMapType;
  385. }
  386. function onMaterialDispose( event ) {
  387. const material = event.target;
  388. material.removeEventListener( 'dispose', onMaterialDispose );
  389. deallocateMaterial( material );
  390. }
  391. // Buffer deallocation
  392. function deallocateMaterial( material ) {
  393. releaseMaterialProgramReferences( material );
  394. properties.remove( material );
  395. }
  396. function releaseMaterialProgramReferences( material ) {
  397. const programs = properties.get( material ).programs;
  398. if ( programs !== undefined ) {
  399. programs.forEach( function ( program ) {
  400. programCache.releaseProgram( program );
  401. } );
  402. }
  403. }
  404. // Buffer rendering
  405. function renderObjectImmediate( object, program ) {
  406. object.render( function ( object ) {
  407. _this.renderBufferImmediate( object, program );
  408. } );
  409. }
  410. this.renderBufferImmediate = function ( object, program ) {
  411. bindingStates.initAttributes();
  412. const buffers = properties.get( object );
  413. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  414. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  415. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  416. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  417. const programAttributes = program.getAttributes();
  418. if ( object.hasPositions ) {
  419. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  420. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  421. bindingStates.enableAttribute( programAttributes.position.location );
  422. _gl.vertexAttribPointer( programAttributes.position.location, 3, _gl.FLOAT, false, 0, 0 );
  423. }
  424. if ( object.hasNormals ) {
  425. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  426. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  427. bindingStates.enableAttribute( programAttributes.normal.location );
  428. _gl.vertexAttribPointer( programAttributes.normal.location, 3, _gl.FLOAT, false, 0, 0 );
  429. }
  430. if ( object.hasUvs ) {
  431. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  432. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  433. bindingStates.enableAttribute( programAttributes.uv.location );
  434. _gl.vertexAttribPointer( programAttributes.uv.location, 2, _gl.FLOAT, false, 0, 0 );
  435. }
  436. if ( object.hasColors ) {
  437. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  438. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  439. bindingStates.enableAttribute( programAttributes.color.location );
  440. _gl.vertexAttribPointer( programAttributes.color.location, 3, _gl.FLOAT, false, 0, 0 );
  441. }
  442. bindingStates.disableUnusedAttributes();
  443. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  444. object.count = 0;
  445. };
  446. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  447. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  448. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  449. const program = setProgram( camera, scene, geometry, material, object );
  450. state.setMaterial( material, frontFaceCW );
  451. //
  452. let index = geometry.index;
  453. const position = geometry.attributes.position;
  454. //
  455. if ( index === null ) {
  456. if ( position === undefined || position.count === 0 ) return;
  457. } else if ( index.count === 0 ) {
  458. return;
  459. }
  460. //
  461. let rangeFactor = 1;
  462. if ( material.wireframe === true ) {
  463. index = geometries.getWireframeAttribute( geometry );
  464. rangeFactor = 2;
  465. }
  466. bindingStates.setup( object, material, program, geometry, index );
  467. let attribute;
  468. let renderer = bufferRenderer;
  469. if ( index !== null ) {
  470. attribute = attributes.get( index );
  471. renderer = indexedBufferRenderer;
  472. renderer.setIndex( attribute );
  473. }
  474. //
  475. const dataCount = ( index !== null ) ? index.count : position.count;
  476. const rangeStart = geometry.drawRange.start * rangeFactor;
  477. const rangeCount = geometry.drawRange.count * rangeFactor;
  478. const groupStart = group !== null ? group.start * rangeFactor : 0;
  479. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  480. const drawStart = Math.max( rangeStart, groupStart );
  481. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  482. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  483. if ( drawCount === 0 ) return;
  484. //
  485. if ( object.isMesh ) {
  486. if ( material.wireframe === true ) {
  487. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  488. renderer.setMode( _gl.LINES );
  489. } else {
  490. renderer.setMode( _gl.TRIANGLES );
  491. }
  492. } else if ( object.isLine ) {
  493. let lineWidth = material.linewidth;
  494. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  495. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  496. if ( object.isLineSegments ) {
  497. renderer.setMode( _gl.LINES );
  498. } else if ( object.isLineLoop ) {
  499. renderer.setMode( _gl.LINE_LOOP );
  500. } else {
  501. renderer.setMode( _gl.LINE_STRIP );
  502. }
  503. } else if ( object.isPoints ) {
  504. renderer.setMode( _gl.POINTS );
  505. } else if ( object.isSprite ) {
  506. renderer.setMode( _gl.TRIANGLES );
  507. }
  508. if ( object.isInstancedMesh ) {
  509. renderer.renderInstances( drawStart, drawCount, object.count );
  510. } else if ( geometry.isInstancedBufferGeometry ) {
  511. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  512. renderer.renderInstances( drawStart, drawCount, instanceCount );
  513. } else {
  514. renderer.render( drawStart, drawCount );
  515. }
  516. };
  517. // Compile
  518. this.compile = function ( scene, camera ) {
  519. currentRenderState = renderStates.get( scene );
  520. currentRenderState.init();
  521. renderStateStack.push( currentRenderState );
  522. scene.traverseVisible( function ( object ) {
  523. if ( object.isLight && object.layers.test( camera.layers ) ) {
  524. currentRenderState.pushLight( object );
  525. if ( object.castShadow ) {
  526. currentRenderState.pushShadow( object );
  527. }
  528. }
  529. } );
  530. currentRenderState.setupLights( _this.physicallyCorrectLights );
  531. scene.traverse( function ( object ) {
  532. const material = object.material;
  533. if ( material ) {
  534. if ( Array.isArray( material ) ) {
  535. for ( let i = 0; i < material.length; i ++ ) {
  536. const material2 = material[ i ];
  537. getProgram( material2, scene, object );
  538. }
  539. } else {
  540. getProgram( material, scene, object );
  541. }
  542. }
  543. } );
  544. renderStateStack.pop();
  545. currentRenderState = null;
  546. };
  547. // Animation Loop
  548. let onAnimationFrameCallback = null;
  549. function onAnimationFrame( time ) {
  550. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  551. }
  552. function onXRSessionStart() {
  553. animation.stop();
  554. }
  555. function onXRSessionEnd() {
  556. animation.start();
  557. }
  558. const animation = new WebGLAnimation();
  559. animation.setAnimationLoop( onAnimationFrame );
  560. if ( typeof window !== 'undefined' ) animation.setContext( window );
  561. this.setAnimationLoop = function ( callback ) {
  562. onAnimationFrameCallback = callback;
  563. xr.setAnimationLoop( callback );
  564. ( callback === null ) ? animation.stop() : animation.start();
  565. };
  566. xr.addEventListener( 'sessionstart', onXRSessionStart );
  567. xr.addEventListener( 'sessionend', onXRSessionEnd );
  568. // Rendering
  569. this.render = function ( scene, camera ) {
  570. if ( camera !== undefined && camera.isCamera !== true ) {
  571. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  572. return;
  573. }
  574. if ( _isContextLost === true ) return;
  575. // update scene graph
  576. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  577. // update camera matrices and frustum
  578. if ( camera.parent === null ) camera.updateMatrixWorld();
  579. if ( xr.enabled === true && xr.isPresenting === true ) {
  580. if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
  581. camera = xr.getCamera(); // use XR camera for rendering
  582. }
  583. //
  584. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
  585. currentRenderState = renderStates.get( scene, renderStateStack.length );
  586. currentRenderState.init();
  587. renderStateStack.push( currentRenderState );
  588. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  589. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  590. _localClippingEnabled = this.localClippingEnabled;
  591. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  592. currentRenderList = renderLists.get( scene, renderListStack.length );
  593. currentRenderList.init();
  594. renderListStack.push( currentRenderList );
  595. projectObject( scene, camera, 0, _this.sortObjects );
  596. currentRenderList.finish();
  597. if ( _this.sortObjects === true ) {
  598. currentRenderList.sort( _opaqueSort, _transparentSort );
  599. }
  600. //
  601. if ( _clippingEnabled === true ) clipping.beginShadows();
  602. const shadowsArray = currentRenderState.state.shadowsArray;
  603. shadowMap.render( shadowsArray, scene, camera );
  604. if ( _clippingEnabled === true ) clipping.endShadows();
  605. //
  606. if ( this.info.autoReset === true ) this.info.reset();
  607. //
  608. background.render( currentRenderList, scene );
  609. // render scene
  610. currentRenderState.setupLights( _this.physicallyCorrectLights );
  611. if ( camera.isArrayCamera ) {
  612. const cameras = camera.cameras;
  613. for ( let i = 0, l = cameras.length; i < l; i ++ ) {
  614. const camera2 = cameras[ i ];
  615. renderScene( currentRenderList, scene, camera2, camera2.viewport );
  616. }
  617. } else {
  618. renderScene( currentRenderList, scene, camera );
  619. }
  620. //
  621. if ( _currentRenderTarget !== null ) {
  622. // resolve multisample renderbuffers to a single-sample texture if necessary
  623. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  624. // Generate mipmap if we're using any kind of mipmap filtering
  625. textures.updateRenderTargetMipmap( _currentRenderTarget );
  626. }
  627. //
  628. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  629. // Ensure depth buffer writing is enabled so it can be cleared on next render
  630. state.buffers.depth.setTest( true );
  631. state.buffers.depth.setMask( true );
  632. state.buffers.color.setMask( true );
  633. state.setPolygonOffset( false );
  634. // _gl.finish();
  635. bindingStates.resetDefaultState();
  636. _currentMaterialId = - 1;
  637. _currentCamera = null;
  638. renderStateStack.pop();
  639. if ( renderStateStack.length > 0 ) {
  640. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  641. } else {
  642. currentRenderState = null;
  643. }
  644. renderListStack.pop();
  645. if ( renderListStack.length > 0 ) {
  646. currentRenderList = renderListStack[ renderListStack.length - 1 ];
  647. } else {
  648. currentRenderList = null;
  649. }
  650. };
  651. function projectObject( object, camera, groupOrder, sortObjects ) {
  652. if ( object.visible === false ) return;
  653. const visible = object.layers.test( camera.layers );
  654. if ( visible ) {
  655. if ( object.isGroup ) {
  656. groupOrder = object.renderOrder;
  657. } else if ( object.isLOD ) {
  658. if ( object.autoUpdate === true ) object.update( camera );
  659. } else if ( object.isLight ) {
  660. currentRenderState.pushLight( object );
  661. if ( object.castShadow ) {
  662. currentRenderState.pushShadow( object );
  663. }
  664. } else if ( object.isSprite ) {
  665. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  666. if ( sortObjects ) {
  667. _vector3.setFromMatrixPosition( object.matrixWorld )
  668. .applyMatrix4( _projScreenMatrix );
  669. }
  670. const geometry = objects.update( object );
  671. const material = object.material;
  672. if ( material.visible ) {
  673. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  674. }
  675. }
  676. } else if ( object.isImmediateRenderObject ) {
  677. if ( sortObjects ) {
  678. _vector3.setFromMatrixPosition( object.matrixWorld )
  679. .applyMatrix4( _projScreenMatrix );
  680. }
  681. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  682. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  683. if ( object.isSkinnedMesh ) {
  684. // update skeleton only once in a frame
  685. if ( object.skeleton.frame !== info.render.frame ) {
  686. object.skeleton.update();
  687. object.skeleton.frame = info.render.frame;
  688. }
  689. }
  690. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  691. if ( sortObjects ) {
  692. _vector3.setFromMatrixPosition( object.matrixWorld )
  693. .applyMatrix4( _projScreenMatrix );
  694. }
  695. const geometry = objects.update( object );
  696. const material = object.material;
  697. if ( Array.isArray( material ) ) {
  698. const groups = geometry.groups;
  699. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  700. const group = groups[ i ];
  701. const groupMaterial = material[ group.materialIndex ];
  702. if ( groupMaterial && groupMaterial.visible ) {
  703. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  704. }
  705. }
  706. } else if ( material.visible ) {
  707. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  708. }
  709. }
  710. }
  711. }
  712. const children = object.children;
  713. for ( let i = 0, l = children.length; i < l; i ++ ) {
  714. projectObject( children[ i ], camera, groupOrder, sortObjects );
  715. }
  716. }
  717. function renderScene( currentRenderList, scene, camera, viewport ) {
  718. const opaqueObjects = currentRenderList.opaque;
  719. const transmissiveObjects = currentRenderList.transmissive;
  720. const transparentObjects = currentRenderList.transparent;
  721. currentRenderState.setupLightsView( camera );
  722. if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );
  723. if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
  724. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  725. if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
  726. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  727. }
  728. function renderTransmissionPass( opaqueObjects, scene, camera ) {
  729. if ( _transmissionRenderTarget === null ) {
  730. const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
  731. const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
  732. _transmissionRenderTarget = new renderTargetType( 1024, 1024, {
  733. generateMipmaps: true,
  734. type: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,
  735. minFilter: LinearMipmapLinearFilter,
  736. magFilter: NearestFilter,
  737. wrapS: ClampToEdgeWrapping,
  738. wrapT: ClampToEdgeWrapping,
  739. useRenderToTexture: extensions.has( 'EXT_multisampled_render_to_texture' )
  740. } );
  741. }
  742. const currentRenderTarget = _this.getRenderTarget();
  743. _this.setRenderTarget( _transmissionRenderTarget );
  744. _this.clear();
  745. // Turn off the features which can affect the frag color for opaque objects pass.
  746. // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  747. const currentToneMapping = _this.toneMapping;
  748. _this.toneMapping = NoToneMapping;
  749. renderObjects( opaqueObjects, scene, camera );
  750. _this.toneMapping = currentToneMapping;
  751. textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
  752. textures.updateRenderTargetMipmap( _transmissionRenderTarget );
  753. _this.setRenderTarget( currentRenderTarget );
  754. }
  755. function renderObjects( renderList, scene, camera ) {
  756. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  757. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  758. const renderItem = renderList[ i ];
  759. const object = renderItem.object;
  760. const geometry = renderItem.geometry;
  761. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  762. const group = renderItem.group;
  763. if ( object.layers.test( camera.layers ) ) {
  764. renderObject( object, scene, camera, geometry, material, group );
  765. }
  766. }
  767. }
  768. function renderObject( object, scene, camera, geometry, material, group ) {
  769. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  770. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  771. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  772. material.onBeforeRender( _this, scene, camera, geometry, object, group );
  773. if ( object.isImmediateRenderObject ) {
  774. const program = setProgram( camera, scene, geometry, material, object );
  775. state.setMaterial( material );
  776. bindingStates.reset();
  777. renderObjectImmediate( object, program );
  778. } else {
  779. if ( material.transparent === true && material.side === DoubleSide ) {
  780. material.side = BackSide;
  781. material.needsUpdate = true;
  782. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  783. material.side = FrontSide;
  784. material.needsUpdate = true;
  785. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  786. material.side = DoubleSide;
  787. } else {
  788. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  789. }
  790. }
  791. object.onAfterRender( _this, scene, camera, geometry, material, group );
  792. }
  793. function getProgram( material, scene, object ) {
  794. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  795. const materialProperties = properties.get( material );
  796. const lights = currentRenderState.state.lights;
  797. const shadowsArray = currentRenderState.state.shadowsArray;
  798. const lightsStateVersion = lights.state.version;
  799. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  800. const programCacheKey = programCache.getProgramCacheKey( parameters );
  801. let programs = materialProperties.programs;
  802. // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  803. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  804. materialProperties.fog = scene.fog;
  805. materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
  806. if ( programs === undefined ) {
  807. // new material
  808. material.addEventListener( 'dispose', onMaterialDispose );
  809. programs = new Map();
  810. materialProperties.programs = programs;
  811. }
  812. let program = programs.get( programCacheKey );
  813. if ( program !== undefined ) {
  814. // early out if program and light state is identical
  815. if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
  816. updateCommonMaterialProperties( material, parameters );
  817. return program;
  818. }
  819. } else {
  820. parameters.uniforms = programCache.getUniforms( material );
  821. material.onBuild( object, parameters, _this );
  822. material.onBeforeCompile( parameters, _this );
  823. program = programCache.acquireProgram( parameters, programCacheKey );
  824. programs.set( programCacheKey, program );
  825. materialProperties.uniforms = parameters.uniforms;
  826. }
  827. const uniforms = materialProperties.uniforms;
  828. if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
  829. uniforms.clippingPlanes = clipping.uniform;
  830. }
  831. updateCommonMaterialProperties( material, parameters );
  832. // store the light setup it was created for
  833. materialProperties.needsLights = materialNeedsLights( material );
  834. materialProperties.lightsStateVersion = lightsStateVersion;
  835. if ( materialProperties.needsLights ) {
  836. // wire up the material to this renderer's lighting state
  837. uniforms.ambientLightColor.value = lights.state.ambient;
  838. uniforms.lightProbe.value = lights.state.probe;
  839. uniforms.directionalLights.value = lights.state.directional;
  840. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  841. uniforms.spotLights.value = lights.state.spot;
  842. uniforms.spotLightShadows.value = lights.state.spotShadow;
  843. uniforms.rectAreaLights.value = lights.state.rectArea;
  844. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  845. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  846. uniforms.pointLights.value = lights.state.point;
  847. uniforms.pointLightShadows.value = lights.state.pointShadow;
  848. uniforms.hemisphereLights.value = lights.state.hemi;
  849. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  850. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  851. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  852. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  853. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  854. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  855. // TODO (abelnation): add area lights shadow info to uniforms
  856. }
  857. const progUniforms = program.getUniforms();
  858. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  859. materialProperties.currentProgram = program;
  860. materialProperties.uniformsList = uniformsList;
  861. return program;
  862. }
  863. function updateCommonMaterialProperties( material, parameters ) {
  864. const materialProperties = properties.get( material );
  865. materialProperties.outputEncoding = parameters.outputEncoding;
  866. materialProperties.instancing = parameters.instancing;
  867. materialProperties.skinning = parameters.skinning;
  868. materialProperties.morphTargets = parameters.morphTargets;
  869. materialProperties.morphNormals = parameters.morphNormals;
  870. materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  871. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  872. materialProperties.numIntersection = parameters.numClipIntersection;
  873. materialProperties.vertexAlphas = parameters.vertexAlphas;
  874. materialProperties.vertexTangents = parameters.vertexTangents;
  875. }
  876. function setProgram( camera, scene, geometry, material, object ) {
  877. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  878. textures.resetTextureUnits();
  879. const fog = scene.fog;
  880. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  881. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  882. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  883. const vertexAlphas = material.vertexColors === true && !! geometry && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
  884. const vertexTangents = !! material.normalMap && !! geometry && !! geometry.attributes.tangent;
  885. const morphTargets = !! geometry && !! geometry.morphAttributes.position;
  886. const morphNormals = !! geometry && !! geometry.morphAttributes.normal;
  887. const morphTargetsCount = ( !! geometry && !! geometry.morphAttributes.position ) ? geometry.morphAttributes.position.length : 0;
  888. const materialProperties = properties.get( material );
  889. const lights = currentRenderState.state.lights;
  890. if ( _clippingEnabled === true ) {
  891. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  892. const useCache =
  893. camera === _currentCamera &&
  894. material.id === _currentMaterialId;
  895. // we might want to call this function with some ClippingGroup
  896. // object instead of the material, once it becomes feasible
  897. // (#8465, #8379)
  898. clipping.setState( material, camera, useCache );
  899. }
  900. }
  901. //
  902. let needsProgramChange = false;
  903. if ( material.version === materialProperties.__version ) {
  904. if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  905. needsProgramChange = true;
  906. } else if ( materialProperties.outputEncoding !== encoding ) {
  907. needsProgramChange = true;
  908. } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
  909. needsProgramChange = true;
  910. } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
  911. needsProgramChange = true;
  912. } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
  913. needsProgramChange = true;
  914. } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
  915. needsProgramChange = true;
  916. } else if ( materialProperties.envMap !== envMap ) {
  917. needsProgramChange = true;
  918. } else if ( material.fog && materialProperties.fog !== fog ) {
  919. needsProgramChange = true;
  920. } else if ( materialProperties.numClippingPlanes !== undefined &&
  921. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  922. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  923. needsProgramChange = true;
  924. } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
  925. needsProgramChange = true;
  926. } else if ( materialProperties.vertexTangents !== vertexTangents ) {
  927. needsProgramChange = true;
  928. } else if ( materialProperties.morphTargets !== morphTargets ) {
  929. needsProgramChange = true;
  930. } else if ( materialProperties.morphNormals !== morphNormals ) {
  931. needsProgramChange = true;
  932. } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
  933. needsProgramChange = true;
  934. }
  935. } else {
  936. needsProgramChange = true;
  937. materialProperties.__version = material.version;
  938. }
  939. //
  940. let program = materialProperties.currentProgram;
  941. if ( needsProgramChange === true ) {
  942. program = getProgram( material, scene, object );
  943. }
  944. let refreshProgram = false;
  945. let refreshMaterial = false;
  946. let refreshLights = false;
  947. const p_uniforms = program.getUniforms(),
  948. m_uniforms = materialProperties.uniforms;
  949. if ( state.useProgram( program.program ) ) {
  950. refreshProgram = true;
  951. refreshMaterial = true;
  952. refreshLights = true;
  953. }
  954. if ( material.id !== _currentMaterialId ) {
  955. _currentMaterialId = material.id;
  956. refreshMaterial = true;
  957. }
  958. if ( refreshProgram || _currentCamera !== camera ) {
  959. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  960. if ( capabilities.logarithmicDepthBuffer ) {
  961. p_uniforms.setValue( _gl, 'logDepthBufFC',
  962. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  963. }
  964. if ( _currentCamera !== camera ) {
  965. _currentCamera = camera;
  966. // lighting uniforms depend on the camera so enforce an update
  967. // now, in case this material supports lights - or later, when
  968. // the next material that does gets activated:
  969. refreshMaterial = true; // set to true on material change
  970. refreshLights = true; // remains set until update done
  971. }
  972. // load material specific uniforms
  973. // (shader material also gets them for the sake of genericity)
  974. if ( material.isShaderMaterial ||
  975. material.isMeshPhongMaterial ||
  976. material.isMeshToonMaterial ||
  977. material.isMeshStandardMaterial ||
  978. material.envMap ) {
  979. const uCamPos = p_uniforms.map.cameraPosition;
  980. if ( uCamPos !== undefined ) {
  981. uCamPos.setValue( _gl,
  982. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  983. }
  984. }
  985. if ( material.isMeshPhongMaterial ||
  986. material.isMeshToonMaterial ||
  987. material.isMeshLambertMaterial ||
  988. material.isMeshBasicMaterial ||
  989. material.isMeshStandardMaterial ||
  990. material.isShaderMaterial ) {
  991. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  992. }
  993. if ( material.isMeshPhongMaterial ||
  994. material.isMeshToonMaterial ||
  995. material.isMeshLambertMaterial ||
  996. material.isMeshBasicMaterial ||
  997. material.isMeshStandardMaterial ||
  998. material.isShaderMaterial ||
  999. material.isShadowMaterial ||
  1000. object.isSkinnedMesh ) {
  1001. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  1002. }
  1003. }
  1004. // skinning and morph target uniforms must be set even if material didn't change
  1005. // auto-setting of texture unit for bone and morph texture must go before other textures
  1006. // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
  1007. if ( object.isSkinnedMesh ) {
  1008. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  1009. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  1010. const skeleton = object.skeleton;
  1011. if ( skeleton ) {
  1012. if ( capabilities.floatVertexTextures ) {
  1013. if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
  1014. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  1015. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  1016. } else {
  1017. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  1018. }
  1019. }
  1020. }
  1021. if ( !! geometry && ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) ) {
  1022. morphtargets.update( object, geometry, material, program );
  1023. }
  1024. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  1025. materialProperties.receiveShadow = object.receiveShadow;
  1026. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  1027. }
  1028. if ( refreshMaterial ) {
  1029. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  1030. if ( materialProperties.needsLights ) {
  1031. // the current material requires lighting info
  1032. // note: all lighting uniforms are always set correctly
  1033. // they simply reference the renderer's state for their
  1034. // values
  1035. //
  1036. // use the current material's .needsUpdate flags to set
  1037. // the GL state when required
  1038. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1039. }
  1040. // refresh uniforms common to several materials
  1041. if ( fog && material.fog ) {
  1042. materials.refreshFogUniforms( m_uniforms, fog );
  1043. }
  1044. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
  1045. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1046. }
  1047. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  1048. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1049. material.uniformsNeedUpdate = false;
  1050. }
  1051. if ( material.isSpriteMaterial ) {
  1052. p_uniforms.setValue( _gl, 'center', object.center );
  1053. }
  1054. // common matrices
  1055. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1056. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1057. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1058. return program;
  1059. }
  1060. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1061. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1062. uniforms.ambientLightColor.needsUpdate = value;
  1063. uniforms.lightProbe.needsUpdate = value;
  1064. uniforms.directionalLights.needsUpdate = value;
  1065. uniforms.directionalLightShadows.needsUpdate = value;
  1066. uniforms.pointLights.needsUpdate = value;
  1067. uniforms.pointLightShadows.needsUpdate = value;
  1068. uniforms.spotLights.needsUpdate = value;
  1069. uniforms.spotLightShadows.needsUpdate = value;
  1070. uniforms.rectAreaLights.needsUpdate = value;
  1071. uniforms.hemisphereLights.needsUpdate = value;
  1072. }
  1073. function materialNeedsLights( material ) {
  1074. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1075. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1076. ( material.isShaderMaterial && material.lights === true );
  1077. }
  1078. this.getActiveCubeFace = function () {
  1079. return _currentActiveCubeFace;
  1080. };
  1081. this.getActiveMipmapLevel = function () {
  1082. return _currentActiveMipmapLevel;
  1083. };
  1084. this.getRenderTarget = function () {
  1085. return _currentRenderTarget;
  1086. };
  1087. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0, options = {} ) {
  1088. _currentRenderTarget = renderTarget;
  1089. _currentActiveCubeFace = activeCubeFace;
  1090. _currentActiveMipmapLevel = activeMipmapLevel;
  1091. const useDefaultFramebuffer = options.framebuffer === undefined;
  1092. if ( renderTarget ) {
  1093. const renderTargetProperties = properties.get( renderTarget );
  1094. let hasNewExternalTextures = false;
  1095. if ( options.colorTexture !== undefined ) {
  1096. hasNewExternalTextures = true;
  1097. properties.get( renderTarget.texture ).__webglTexture = options.colorTexture;
  1098. renderTargetProperties.__autoAllocateDepthBuffer = options.depthTexture === undefined;
  1099. if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
  1100. properties.get( renderTarget.depthTexture ).__webglTexture = options.depthTexture;
  1101. // The multisample_render_to_texture extension doesn't work properly if there
  1102. // are midframe flushes and an external depth buffer. Disable use of the extension.
  1103. if ( renderTarget.useRenderToTexture ) {
  1104. console.warn( 'render-to-texture extension was disabled because an external texture was provided' );
  1105. renderTarget.useRenderToTexture = false;
  1106. renderTarget.useRenderbuffer = true;
  1107. }
  1108. }
  1109. renderTargetProperties.__hasExternalTextures = true;
  1110. }
  1111. if ( ! useDefaultFramebuffer ) {
  1112. // We need to make sure to rebind the framebuffer.
  1113. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1114. renderTargetProperties.__webglFramebuffer = options.framebuffer;
  1115. } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
  1116. textures.setupRenderTarget( renderTarget );
  1117. } else if ( hasNewExternalTextures ) {
  1118. // Color and depth texture must be rebound in order for the swapchain to update.
  1119. textures.rebindTextures( renderTarget, options.colorTexture, options.depthTexture );
  1120. }
  1121. }
  1122. let framebuffer = null;
  1123. let isCube = false;
  1124. let isRenderTarget3D = false;
  1125. if ( renderTarget ) {
  1126. const texture = renderTarget.texture;
  1127. if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
  1128. isRenderTarget3D = true;
  1129. }
  1130. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1131. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1132. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1133. isCube = true;
  1134. } else if ( renderTarget.useRenderbuffer ) {
  1135. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1136. } else {
  1137. framebuffer = __webglFramebuffer;
  1138. }
  1139. _currentViewport.copy( renderTarget.viewport );
  1140. _currentScissor.copy( renderTarget.scissor );
  1141. _currentScissorTest = renderTarget.scissorTest;
  1142. } else {
  1143. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1144. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1145. _currentScissorTest = _scissorTest;
  1146. }
  1147. const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1148. if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
  1149. let needsUpdate = false;
  1150. if ( renderTarget ) {
  1151. if ( renderTarget.isWebGLMultipleRenderTargets ) {
  1152. const textures = renderTarget.texture;
  1153. if ( _currentDrawBuffers.length !== textures.length || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
  1154. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  1155. _currentDrawBuffers[ i ] = _gl.COLOR_ATTACHMENT0 + i;
  1156. }
  1157. _currentDrawBuffers.length = textures.length;
  1158. needsUpdate = true;
  1159. }
  1160. } else {
  1161. if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
  1162. _currentDrawBuffers[ 0 ] = _gl.COLOR_ATTACHMENT0;
  1163. _currentDrawBuffers.length = 1;
  1164. needsUpdate = true;
  1165. }
  1166. }
  1167. } else {
  1168. if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.BACK ) {
  1169. _currentDrawBuffers[ 0 ] = _gl.BACK;
  1170. _currentDrawBuffers.length = 1;
  1171. needsUpdate = true;
  1172. }
  1173. }
  1174. if ( needsUpdate ) {
  1175. if ( capabilities.isWebGL2 ) {
  1176. _gl.drawBuffers( _currentDrawBuffers );
  1177. } else {
  1178. extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( _currentDrawBuffers );
  1179. }
  1180. }
  1181. }
  1182. state.viewport( _currentViewport );
  1183. state.scissor( _currentScissor );
  1184. state.setScissorTest( _currentScissorTest );
  1185. if ( isCube ) {
  1186. const textureProperties = properties.get( renderTarget.texture );
  1187. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1188. } else if ( isRenderTarget3D ) {
  1189. const textureProperties = properties.get( renderTarget.texture );
  1190. const layer = activeCubeFace || 0;
  1191. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1192. }
  1193. _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
  1194. };
  1195. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1196. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1197. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1198. return;
  1199. }
  1200. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1201. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1202. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1203. }
  1204. if ( framebuffer ) {
  1205. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1206. try {
  1207. const texture = renderTarget.texture;
  1208. const textureFormat = texture.format;
  1209. const textureType = texture.type;
  1210. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1211. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1212. return;
  1213. }
  1214. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1215. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  1216. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1217. ! halfFloatSupportedByExt ) {
  1218. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1219. return;
  1220. }
  1221. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1222. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1223. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1224. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1225. }
  1226. } else {
  1227. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1228. }
  1229. } finally {
  1230. // restore framebuffer of current render target if necessary
  1231. const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  1232. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1233. }
  1234. }
  1235. };
  1236. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1237. const levelScale = Math.pow( 2, - level );
  1238. const width = Math.floor( texture.image.width * levelScale );
  1239. const height = Math.floor( texture.image.height * levelScale );
  1240. let glFormat = utils.convert( texture.format );
  1241. if ( capabilities.isWebGL2 ) {
  1242. // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
  1243. // Not needed in Chrome 93+
  1244. if ( glFormat === _gl.RGB ) glFormat = _gl.RGB8;
  1245. if ( glFormat === _gl.RGBA ) glFormat = _gl.RGBA8;
  1246. }
  1247. textures.setTexture2D( texture, 0 );
  1248. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1249. state.unbindTexture();
  1250. };
  1251. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1252. const width = srcTexture.image.width;
  1253. const height = srcTexture.image.height;
  1254. const glFormat = utils.convert( dstTexture.format );
  1255. const glType = utils.convert( dstTexture.type );
  1256. textures.setTexture2D( dstTexture, 0 );
  1257. // As another texture upload may have changed pixelStorei
  1258. // parameters, make sure they are correct for the dstTexture
  1259. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1260. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1261. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1262. if ( srcTexture.isDataTexture ) {
  1263. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1264. } else {
  1265. if ( srcTexture.isCompressedTexture ) {
  1266. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1267. } else {
  1268. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1269. }
  1270. }
  1271. // Generate mipmaps only when copying level 0
  1272. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1273. state.unbindTexture();
  1274. };
  1275. this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
  1276. if ( _this.isWebGL1Renderer ) {
  1277. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  1278. return;
  1279. }
  1280. const width = sourceBox.max.x - sourceBox.min.x + 1;
  1281. const height = sourceBox.max.y - sourceBox.min.y + 1;
  1282. const depth = sourceBox.max.z - sourceBox.min.z + 1;
  1283. const glFormat = utils.convert( dstTexture.format );
  1284. const glType = utils.convert( dstTexture.type );
  1285. let glTarget;
  1286. if ( dstTexture.isDataTexture3D ) {
  1287. textures.setTexture3D( dstTexture, 0 );
  1288. glTarget = _gl.TEXTURE_3D;
  1289. } else if ( dstTexture.isDataTexture2DArray ) {
  1290. textures.setTexture2DArray( dstTexture, 0 );
  1291. glTarget = _gl.TEXTURE_2D_ARRAY;
  1292. } else {
  1293. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1294. return;
  1295. }
  1296. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1297. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1298. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1299. const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  1300. const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  1301. const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  1302. const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  1303. const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
  1304. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;
  1305. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
  1306. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
  1307. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  1308. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  1309. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
  1310. if ( srcTexture.isDataTexture || srcTexture.isDataTexture3D ) {
  1311. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
  1312. } else {
  1313. if ( srcTexture.isCompressedTexture ) {
  1314. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
  1315. _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
  1316. } else {
  1317. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
  1318. }
  1319. }
  1320. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  1321. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  1322. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  1323. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  1324. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
  1325. // Generate mipmaps only when copying level 0
  1326. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
  1327. state.unbindTexture();
  1328. };
  1329. this.initTexture = function ( texture ) {
  1330. textures.setTexture2D( texture, 0 );
  1331. state.unbindTexture();
  1332. };
  1333. this.resetState = function () {
  1334. _currentActiveCubeFace = 0;
  1335. _currentActiveMipmapLevel = 0;
  1336. _currentRenderTarget = null;
  1337. state.reset();
  1338. bindingStates.reset();
  1339. };
  1340. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1341. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1342. }
  1343. }
  1344. export { WebGLRenderer };
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