WebGLRenderer.js 52 KB

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  1. import {
  2. RGBAFormat,
  3. HalfFloatType,
  4. FloatType,
  5. UnsignedByteType,
  6. LinearEncoding,
  7. NoToneMapping
  8. } from '../constants.js';
  9. import { MathUtils } from '../math/MathUtils.js';
  10. import { DataTexture } from '../textures/DataTexture.js';
  11. import { Frustum } from '../math/Frustum.js';
  12. import { Matrix4 } from '../math/Matrix4.js';
  13. import { Vector2 } from '../math/Vector2.js';
  14. import { Vector3 } from '../math/Vector3.js';
  15. import { Vector4 } from '../math/Vector4.js';
  16. import { Color } from '../math/Color.js';
  17. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  18. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  19. import { WebGLBackground } from './webgl/WebGLBackground.js';
  20. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  21. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  22. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  23. import { WebGLClipping } from './webgl/WebGLClipping.js';
  24. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  25. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  26. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  27. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  28. import { WebGLInfo } from './webgl/WebGLInfo.js';
  29. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  30. import { WebGLObjects } from './webgl/WebGLObjects.js';
  31. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  32. import { WebGLProperties } from './webgl/WebGLProperties.js';
  33. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  34. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  35. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  36. import { WebGLState } from './webgl/WebGLState.js';
  37. import { WebGLTextures } from './webgl/WebGLTextures.js';
  38. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  39. import { WebGLUtils } from './webgl/WebGLUtils.js';
  40. import { WebXRManager } from './webxr/WebXRManager.js';
  41. import { WebGLMaterials } from './webgl/WebGLMaterials.js';
  42. function createCanvasElement() {
  43. const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  44. canvas.style.display = 'block';
  45. return canvas;
  46. }
  47. function WebGLRenderer( parameters ) {
  48. parameters = parameters || {};
  49. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  50. _context = parameters.context !== undefined ? parameters.context : null,
  51. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  52. _depth = parameters.depth !== undefined ? parameters.depth : true,
  53. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  56. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  57. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  58. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  59. let currentRenderList = null;
  60. let currentRenderState = null;
  61. // render() can be called from within a callback triggered by another render.
  62. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  63. const renderListStack = [];
  64. const renderStateStack = [];
  65. // public properties
  66. this.domElement = _canvas;
  67. // Debug configuration container
  68. this.debug = {
  69. /**
  70. * Enables error checking and reporting when shader programs are being compiled
  71. * @type {boolean}
  72. */
  73. checkShaderErrors: true
  74. };
  75. // clearing
  76. this.autoClear = true;
  77. this.autoClearColor = true;
  78. this.autoClearDepth = true;
  79. this.autoClearStencil = true;
  80. // scene graph
  81. this.sortObjects = true;
  82. // user-defined clipping
  83. this.clippingPlanes = [];
  84. this.localClippingEnabled = false;
  85. // physically based shading
  86. this.gammaFactor = 2.0; // for backwards compatibility
  87. this.outputEncoding = LinearEncoding;
  88. // physical lights
  89. this.physicallyCorrectLights = false;
  90. // tone mapping
  91. this.toneMapping = NoToneMapping;
  92. this.toneMappingExposure = 1.0;
  93. // morphs
  94. this.maxMorphTargets = 8;
  95. this.maxMorphNormals = 4;
  96. // internal properties
  97. const _this = this;
  98. let _isContextLost = false;
  99. // internal state cache
  100. let _framebuffer = null;
  101. let _currentActiveCubeFace = 0;
  102. let _currentActiveMipmapLevel = 0;
  103. let _currentRenderTarget = null;
  104. let _currentFramebuffer = 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. // frustum
  120. const _frustum = new Frustum();
  121. // clipping
  122. let _clippingEnabled = false;
  123. let _localClippingEnabled = false;
  124. // camera matrices cache
  125. const _projScreenMatrix = new Matrix4();
  126. const _vector3 = new Vector3();
  127. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  128. function getTargetPixelRatio() {
  129. return _currentRenderTarget === null ? _pixelRatio : 1;
  130. }
  131. // initialize
  132. let _gl = _context;
  133. function getContext( contextNames, contextAttributes ) {
  134. for ( let i = 0; i < contextNames.length; i ++ ) {
  135. const contextName = contextNames[ i ];
  136. const context = _canvas.getContext( contextName, contextAttributes );
  137. if ( context !== null ) return context;
  138. }
  139. return null;
  140. }
  141. try {
  142. const contextAttributes = {
  143. alpha: _alpha,
  144. depth: _depth,
  145. stencil: _stencil,
  146. antialias: _antialias,
  147. premultipliedAlpha: _premultipliedAlpha,
  148. preserveDrawingBuffer: _preserveDrawingBuffer,
  149. powerPreference: _powerPreference,
  150. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  151. };
  152. // event listeners must be registered before WebGL context is created, see #12753
  153. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  154. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  155. if ( _gl === null ) {
  156. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  157. if ( _this.isWebGL1Renderer === true ) {
  158. contextNames.shift();
  159. }
  160. _gl = getContext( contextNames, contextAttributes );
  161. if ( _gl === null ) {
  162. if ( getContext( contextNames ) ) {
  163. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  164. } else {
  165. throw new Error( 'Error creating WebGL context.' );
  166. }
  167. }
  168. }
  169. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  170. if ( _gl.getShaderPrecisionFormat === undefined ) {
  171. _gl.getShaderPrecisionFormat = function () {
  172. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  173. };
  174. }
  175. } catch ( error ) {
  176. console.error( 'THREE.WebGLRenderer: ' + error.message );
  177. throw error;
  178. }
  179. let extensions, capabilities, state, info;
  180. let properties, textures, cubemaps, attributes, geometries, objects;
  181. let programCache, materials, renderLists, renderStates, clipping;
  182. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  183. let utils, bindingStates;
  184. function initGLContext() {
  185. extensions = new WebGLExtensions( _gl );
  186. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  187. extensions.init( capabilities );
  188. utils = new WebGLUtils( _gl, extensions, capabilities );
  189. state = new WebGLState( _gl, extensions, capabilities );
  190. info = new WebGLInfo( _gl );
  191. properties = new WebGLProperties();
  192. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  193. cubemaps = new WebGLCubeMaps( _this );
  194. attributes = new WebGLAttributes( _gl, capabilities );
  195. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  196. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  197. objects = new WebGLObjects( _gl, geometries, attributes, info );
  198. morphtargets = new WebGLMorphtargets( _gl );
  199. clipping = new WebGLClipping( properties );
  200. programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
  201. materials = new WebGLMaterials( properties );
  202. renderLists = new WebGLRenderLists( properties );
  203. renderStates = new WebGLRenderStates( extensions, capabilities );
  204. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  205. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  206. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  207. info.programs = programCache.programs;
  208. _this.capabilities = capabilities;
  209. _this.extensions = extensions;
  210. _this.properties = properties;
  211. _this.renderLists = renderLists;
  212. _this.state = state;
  213. _this.info = info;
  214. }
  215. initGLContext();
  216. // xr
  217. const xr = new WebXRManager( _this, _gl );
  218. this.xr = xr;
  219. // shadow map
  220. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  221. this.shadowMap = shadowMap;
  222. // API
  223. this.getContext = function () {
  224. return _gl;
  225. };
  226. this.getContextAttributes = function () {
  227. return _gl.getContextAttributes();
  228. };
  229. this.forceContextLoss = function () {
  230. const extension = extensions.get( 'WEBGL_lose_context' );
  231. if ( extension ) extension.loseContext();
  232. };
  233. this.forceContextRestore = function () {
  234. const extension = extensions.get( 'WEBGL_lose_context' );
  235. if ( extension ) extension.restoreContext();
  236. };
  237. this.getPixelRatio = function () {
  238. return _pixelRatio;
  239. };
  240. this.setPixelRatio = function ( value ) {
  241. if ( value === undefined ) return;
  242. _pixelRatio = value;
  243. this.setSize( _width, _height, false );
  244. };
  245. this.getSize = function ( target ) {
  246. if ( target === undefined ) {
  247. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  248. target = new Vector2();
  249. }
  250. return target.set( _width, _height );
  251. };
  252. this.setSize = function ( width, height, updateStyle ) {
  253. if ( xr.isPresenting ) {
  254. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  255. return;
  256. }
  257. _width = width;
  258. _height = height;
  259. _canvas.width = Math.floor( width * _pixelRatio );
  260. _canvas.height = Math.floor( height * _pixelRatio );
  261. if ( updateStyle !== false ) {
  262. _canvas.style.width = width + 'px';
  263. _canvas.style.height = height + 'px';
  264. }
  265. this.setViewport( 0, 0, width, height );
  266. };
  267. this.getDrawingBufferSize = function ( target ) {
  268. if ( target === undefined ) {
  269. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  270. target = new Vector2();
  271. }
  272. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  273. };
  274. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  275. _width = width;
  276. _height = height;
  277. _pixelRatio = pixelRatio;
  278. _canvas.width = Math.floor( width * pixelRatio );
  279. _canvas.height = Math.floor( height * pixelRatio );
  280. this.setViewport( 0, 0, width, height );
  281. };
  282. this.getCurrentViewport = function ( target ) {
  283. if ( target === undefined ) {
  284. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  285. target = new Vector4();
  286. }
  287. return target.copy( _currentViewport );
  288. };
  289. this.getViewport = function ( target ) {
  290. return target.copy( _viewport );
  291. };
  292. this.setViewport = function ( x, y, width, height ) {
  293. if ( x.isVector4 ) {
  294. _viewport.set( x.x, x.y, x.z, x.w );
  295. } else {
  296. _viewport.set( x, y, width, height );
  297. }
  298. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  299. };
  300. this.getScissor = function ( target ) {
  301. return target.copy( _scissor );
  302. };
  303. this.setScissor = function ( x, y, width, height ) {
  304. if ( x.isVector4 ) {
  305. _scissor.set( x.x, x.y, x.z, x.w );
  306. } else {
  307. _scissor.set( x, y, width, height );
  308. }
  309. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  310. };
  311. this.getScissorTest = function () {
  312. return _scissorTest;
  313. };
  314. this.setScissorTest = function ( boolean ) {
  315. state.setScissorTest( _scissorTest = boolean );
  316. };
  317. this.setOpaqueSort = function ( method ) {
  318. _opaqueSort = method;
  319. };
  320. this.setTransparentSort = function ( method ) {
  321. _transparentSort = method;
  322. };
  323. // Clearing
  324. this.getClearColor = function ( target ) {
  325. if ( target === undefined ) {
  326. console.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );
  327. target = new Color();
  328. }
  329. return target.copy( background.getClearColor() );
  330. };
  331. this.setClearColor = function () {
  332. background.setClearColor.apply( background, arguments );
  333. };
  334. this.getClearAlpha = function () {
  335. return background.getClearAlpha();
  336. };
  337. this.setClearAlpha = function () {
  338. background.setClearAlpha.apply( background, arguments );
  339. };
  340. this.clear = function ( color, depth, stencil ) {
  341. let bits = 0;
  342. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  343. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  344. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  345. _gl.clear( bits );
  346. };
  347. this.clearColor = function () {
  348. this.clear( true, false, false );
  349. };
  350. this.clearDepth = function () {
  351. this.clear( false, true, false );
  352. };
  353. this.clearStencil = function () {
  354. this.clear( false, false, true );
  355. };
  356. //
  357. this.dispose = function () {
  358. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  359. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  360. renderLists.dispose();
  361. renderStates.dispose();
  362. properties.dispose();
  363. cubemaps.dispose();
  364. objects.dispose();
  365. bindingStates.dispose();
  366. xr.dispose();
  367. animation.stop();
  368. };
  369. // Events
  370. function onContextLost( event ) {
  371. event.preventDefault();
  372. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  373. _isContextLost = true;
  374. }
  375. function onContextRestore( /* event */ ) {
  376. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  377. _isContextLost = false;
  378. initGLContext();
  379. }
  380. function onMaterialDispose( event ) {
  381. const material = event.target;
  382. material.removeEventListener( 'dispose', onMaterialDispose );
  383. deallocateMaterial( material );
  384. }
  385. // Buffer deallocation
  386. function deallocateMaterial( material ) {
  387. releaseMaterialProgramReferences( material );
  388. properties.remove( material );
  389. }
  390. function releaseMaterialProgramReferences( material ) {
  391. const programs = properties.get( material ).programs;
  392. if ( programs !== undefined ) {
  393. programs.forEach( function ( program ) {
  394. programCache.releaseProgram( program );
  395. } );
  396. }
  397. }
  398. // Buffer rendering
  399. function renderObjectImmediate( object, program ) {
  400. object.render( function ( object ) {
  401. _this.renderBufferImmediate( object, program );
  402. } );
  403. }
  404. this.renderBufferImmediate = function ( object, program ) {
  405. bindingStates.initAttributes();
  406. const buffers = properties.get( object );
  407. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  408. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  409. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  410. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  411. const programAttributes = program.getAttributes();
  412. if ( object.hasPositions ) {
  413. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  414. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  415. bindingStates.enableAttribute( programAttributes.position );
  416. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  417. }
  418. if ( object.hasNormals ) {
  419. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  420. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  421. bindingStates.enableAttribute( programAttributes.normal );
  422. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  423. }
  424. if ( object.hasUvs ) {
  425. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  426. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  427. bindingStates.enableAttribute( programAttributes.uv );
  428. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  429. }
  430. if ( object.hasColors ) {
  431. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  432. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  433. bindingStates.enableAttribute( programAttributes.color );
  434. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  435. }
  436. bindingStates.disableUnusedAttributes();
  437. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  438. object.count = 0;
  439. };
  440. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  441. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  442. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  443. const program = setProgram( camera, scene, material, object );
  444. state.setMaterial( material, frontFaceCW );
  445. //
  446. let index = geometry.index;
  447. const position = geometry.attributes.position;
  448. //
  449. if ( index === null ) {
  450. if ( position === undefined || position.count === 0 ) return;
  451. } else if ( index.count === 0 ) {
  452. return;
  453. }
  454. //
  455. let rangeFactor = 1;
  456. if ( material.wireframe === true ) {
  457. index = geometries.getWireframeAttribute( geometry );
  458. rangeFactor = 2;
  459. }
  460. if ( material.morphTargets || material.morphNormals ) {
  461. morphtargets.update( object, geometry, material, program );
  462. }
  463. bindingStates.setup( object, material, program, geometry, index );
  464. let attribute;
  465. let renderer = bufferRenderer;
  466. if ( index !== null ) {
  467. attribute = attributes.get( index );
  468. renderer = indexedBufferRenderer;
  469. renderer.setIndex( attribute );
  470. }
  471. //
  472. const dataCount = ( index !== null ) ? index.count : position.count;
  473. const rangeStart = geometry.drawRange.start * rangeFactor;
  474. const rangeCount = geometry.drawRange.count * rangeFactor;
  475. const groupStart = group !== null ? group.start * rangeFactor : 0;
  476. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  477. const drawStart = Math.max( rangeStart, groupStart );
  478. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  479. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  480. if ( drawCount === 0 ) return;
  481. //
  482. if ( object.isMesh ) {
  483. if ( material.wireframe === true ) {
  484. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  485. renderer.setMode( _gl.LINES );
  486. } else {
  487. renderer.setMode( _gl.TRIANGLES );
  488. }
  489. } else if ( object.isLine ) {
  490. let lineWidth = material.linewidth;
  491. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  492. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  493. if ( object.isLineSegments ) {
  494. renderer.setMode( _gl.LINES );
  495. } else if ( object.isLineLoop ) {
  496. renderer.setMode( _gl.LINE_LOOP );
  497. } else {
  498. renderer.setMode( _gl.LINE_STRIP );
  499. }
  500. } else if ( object.isPoints ) {
  501. renderer.setMode( _gl.POINTS );
  502. } else if ( object.isSprite ) {
  503. renderer.setMode( _gl.TRIANGLES );
  504. }
  505. if ( object.isInstancedMesh ) {
  506. renderer.renderInstances( drawStart, drawCount, object.count );
  507. } else if ( geometry.isInstancedBufferGeometry ) {
  508. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  509. renderer.renderInstances( drawStart, drawCount, instanceCount );
  510. } else {
  511. renderer.render( drawStart, drawCount );
  512. }
  513. };
  514. // Compile
  515. this.compile = function ( scene, camera ) {
  516. currentRenderState = renderStates.get( scene );
  517. currentRenderState.init();
  518. scene.traverseVisible( function ( object ) {
  519. if ( object.isLight && object.layers.test( camera.layers ) ) {
  520. currentRenderState.pushLight( object );
  521. if ( object.castShadow ) {
  522. currentRenderState.pushShadow( object );
  523. }
  524. }
  525. } );
  526. currentRenderState.setupLights();
  527. scene.traverse( function ( object ) {
  528. const material = object.material;
  529. if ( material ) {
  530. if ( Array.isArray( material ) ) {
  531. for ( let i = 0; i < material.length; i ++ ) {
  532. const material2 = material[ i ];
  533. getProgram( material2, scene, object );
  534. }
  535. } else {
  536. getProgram( material, scene, object );
  537. }
  538. }
  539. } );
  540. };
  541. // Animation Loop
  542. let onAnimationFrameCallback = null;
  543. function onAnimationFrame( time ) {
  544. if ( xr.isPresenting ) return;
  545. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  546. }
  547. const animation = new WebGLAnimation();
  548. animation.setAnimationLoop( onAnimationFrame );
  549. if ( typeof window !== 'undefined' ) animation.setContext( window );
  550. this.setAnimationLoop = function ( callback ) {
  551. onAnimationFrameCallback = callback;
  552. xr.setAnimationLoop( callback );
  553. ( callback === null ) ? animation.stop() : animation.start();
  554. };
  555. // Rendering
  556. this.render = function ( scene, camera ) {
  557. let renderTarget, forceClear;
  558. if ( arguments[ 2 ] !== undefined ) {
  559. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  560. renderTarget = arguments[ 2 ];
  561. }
  562. if ( arguments[ 3 ] !== undefined ) {
  563. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  564. forceClear = arguments[ 3 ];
  565. }
  566. if ( camera !== undefined && camera.isCamera !== true ) {
  567. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  568. return;
  569. }
  570. if ( _isContextLost === true ) return;
  571. // reset caching for this frame
  572. bindingStates.resetDefaultState();
  573. _currentMaterialId = - 1;
  574. _currentCamera = null;
  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. camera = xr.getCamera( camera );
  581. }
  582. //
  583. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  584. currentRenderState = renderStates.get( scene, renderStateStack.length );
  585. currentRenderState.init();
  586. renderStateStack.push( currentRenderState );
  587. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  588. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  589. _localClippingEnabled = this.localClippingEnabled;
  590. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  591. currentRenderList = renderLists.get( scene, renderListStack.length );
  592. currentRenderList.init();
  593. renderListStack.push( currentRenderList );
  594. projectObject( scene, camera, 0, _this.sortObjects );
  595. currentRenderList.finish();
  596. if ( _this.sortObjects === true ) {
  597. currentRenderList.sort( _opaqueSort, _transparentSort );
  598. }
  599. //
  600. if ( _clippingEnabled === true ) clipping.beginShadows();
  601. const shadowsArray = currentRenderState.state.shadowsArray;
  602. shadowMap.render( shadowsArray, scene, camera );
  603. currentRenderState.setupLights();
  604. currentRenderState.setupLightsView( camera );
  605. if ( _clippingEnabled === true ) clipping.endShadows();
  606. //
  607. if ( this.info.autoReset === true ) this.info.reset();
  608. if ( renderTarget !== undefined ) {
  609. this.setRenderTarget( renderTarget );
  610. }
  611. //
  612. background.render( currentRenderList, scene, camera, forceClear );
  613. // render scene
  614. const opaqueObjects = currentRenderList.opaque;
  615. const transparentObjects = currentRenderList.transparent;
  616. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  617. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  618. //
  619. if ( _currentRenderTarget !== null ) {
  620. // Generate mipmap if we're using any kind of mipmap filtering
  621. textures.updateRenderTargetMipmap( _currentRenderTarget );
  622. // resolve multisample renderbuffers to a single-sample texture if necessary
  623. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  624. }
  625. //
  626. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  627. // Ensure depth buffer writing is enabled so it can be cleared on next render
  628. state.buffers.depth.setTest( true );
  629. state.buffers.depth.setMask( true );
  630. state.buffers.color.setMask( true );
  631. state.setPolygonOffset( false );
  632. // _gl.finish();
  633. renderStateStack.pop();
  634. if ( renderStateStack.length > 0 ) {
  635. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  636. } else {
  637. currentRenderState = null;
  638. }
  639. renderListStack.pop();
  640. if ( renderListStack.length > 0 ) {
  641. currentRenderList = renderListStack[ renderListStack.length - 1 ];
  642. } else {
  643. currentRenderList = null;
  644. }
  645. };
  646. function projectObject( object, camera, groupOrder, sortObjects ) {
  647. if ( object.visible === false ) return;
  648. const visible = object.layers.test( camera.layers );
  649. if ( visible ) {
  650. if ( object.isGroup ) {
  651. groupOrder = object.renderOrder;
  652. } else if ( object.isLOD ) {
  653. if ( object.autoUpdate === true ) object.update( camera );
  654. } else if ( object.isLight ) {
  655. currentRenderState.pushLight( object );
  656. if ( object.castShadow ) {
  657. currentRenderState.pushShadow( object );
  658. }
  659. } else if ( object.isSprite ) {
  660. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  661. if ( sortObjects ) {
  662. _vector3.setFromMatrixPosition( object.matrixWorld )
  663. .applyMatrix4( _projScreenMatrix );
  664. }
  665. const geometry = objects.update( object );
  666. const material = object.material;
  667. if ( material.visible ) {
  668. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  669. }
  670. }
  671. } else if ( object.isImmediateRenderObject ) {
  672. if ( sortObjects ) {
  673. _vector3.setFromMatrixPosition( object.matrixWorld )
  674. .applyMatrix4( _projScreenMatrix );
  675. }
  676. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  677. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  678. if ( object.isSkinnedMesh ) {
  679. // update skeleton only once in a frame
  680. if ( object.skeleton.frame !== info.render.frame ) {
  681. object.skeleton.update();
  682. object.skeleton.frame = info.render.frame;
  683. }
  684. }
  685. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  686. if ( sortObjects ) {
  687. _vector3.setFromMatrixPosition( object.matrixWorld )
  688. .applyMatrix4( _projScreenMatrix );
  689. }
  690. const geometry = objects.update( object );
  691. const material = object.material;
  692. if ( Array.isArray( material ) ) {
  693. const groups = geometry.groups;
  694. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  695. const group = groups[ i ];
  696. const groupMaterial = material[ group.materialIndex ];
  697. if ( groupMaterial && groupMaterial.visible ) {
  698. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  699. }
  700. }
  701. } else if ( material.visible ) {
  702. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  703. }
  704. }
  705. }
  706. }
  707. const children = object.children;
  708. for ( let i = 0, l = children.length; i < l; i ++ ) {
  709. projectObject( children[ i ], camera, groupOrder, sortObjects );
  710. }
  711. }
  712. function renderObjects( renderList, scene, camera ) {
  713. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  714. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  715. const renderItem = renderList[ i ];
  716. const object = renderItem.object;
  717. const geometry = renderItem.geometry;
  718. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  719. const group = renderItem.group;
  720. if ( camera.isArrayCamera ) {
  721. const cameras = camera.cameras;
  722. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  723. const camera2 = cameras[ j ];
  724. if ( object.layers.test( camera2.layers ) ) {
  725. state.viewport( _currentViewport.copy( camera2.viewport ) );
  726. currentRenderState.setupLightsView( camera2 );
  727. renderObject( object, scene, camera2, geometry, material, group );
  728. }
  729. }
  730. } else {
  731. renderObject( object, scene, camera, geometry, material, group );
  732. }
  733. }
  734. }
  735. function renderObject( object, scene, camera, geometry, material, group ) {
  736. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  737. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  738. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  739. if ( object.isImmediateRenderObject ) {
  740. const program = setProgram( camera, scene, material, object );
  741. state.setMaterial( material );
  742. bindingStates.reset();
  743. renderObjectImmediate( object, program );
  744. } else {
  745. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  746. }
  747. object.onAfterRender( _this, scene, camera, geometry, material, group );
  748. }
  749. function getProgram( material, scene, object ) {
  750. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  751. const materialProperties = properties.get( material );
  752. const lights = currentRenderState.state.lights;
  753. const shadowsArray = currentRenderState.state.shadowsArray;
  754. const lightsStateVersion = lights.state.version;
  755. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  756. const programCacheKey = programCache.getProgramCacheKey( parameters );
  757. let programs = materialProperties.programs;
  758. // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  759. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  760. materialProperties.fog = scene.fog;
  761. materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
  762. if ( programs === undefined ) {
  763. // new material
  764. material.addEventListener( 'dispose', onMaterialDispose );
  765. programs = new Map();
  766. materialProperties.programs = programs;
  767. }
  768. let program = programs.get( programCacheKey );
  769. if ( program !== undefined ) {
  770. // early out if program and light state is identical
  771. if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
  772. updateCommonMaterialProperties( material, parameters );
  773. return program;
  774. }
  775. } else {
  776. parameters.uniforms = programCache.getUniforms( material );
  777. material.onBeforeCompile( parameters, _this );
  778. program = programCache.acquireProgram( parameters, programCacheKey );
  779. programs.set( programCacheKey, program );
  780. materialProperties.uniforms = parameters.uniforms;
  781. }
  782. const uniforms = materialProperties.uniforms;
  783. if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
  784. uniforms.clippingPlanes = clipping.uniform;
  785. }
  786. updateCommonMaterialProperties( material, parameters );
  787. // store the light setup it was created for
  788. materialProperties.needsLights = materialNeedsLights( material );
  789. materialProperties.lightsStateVersion = lightsStateVersion;
  790. if ( materialProperties.needsLights ) {
  791. // wire up the material to this renderer's lighting state
  792. uniforms.ambientLightColor.value = lights.state.ambient;
  793. uniforms.lightProbe.value = lights.state.probe;
  794. uniforms.directionalLights.value = lights.state.directional;
  795. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  796. uniforms.spotLights.value = lights.state.spot;
  797. uniforms.spotLightShadows.value = lights.state.spotShadow;
  798. uniforms.rectAreaLights.value = lights.state.rectArea;
  799. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  800. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  801. uniforms.pointLights.value = lights.state.point;
  802. uniforms.pointLightShadows.value = lights.state.pointShadow;
  803. uniforms.hemisphereLights.value = lights.state.hemi;
  804. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  805. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  806. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  807. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  808. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  809. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  810. // TODO (abelnation): add area lights shadow info to uniforms
  811. }
  812. const progUniforms = program.getUniforms();
  813. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  814. materialProperties.currentProgram = program;
  815. materialProperties.uniformsList = uniformsList;
  816. return program;
  817. }
  818. function updateCommonMaterialProperties( material, parameters ) {
  819. const materialProperties = properties.get( material );
  820. materialProperties.outputEncoding = parameters.outputEncoding;
  821. materialProperties.instancing = parameters.instancing;
  822. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  823. materialProperties.numIntersection = parameters.numClipIntersection;
  824. }
  825. function setProgram( camera, scene, material, object ) {
  826. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  827. textures.resetTextureUnits();
  828. const fog = scene.fog;
  829. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  830. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  831. const envMap = cubemaps.get( material.envMap || environment );
  832. const materialProperties = properties.get( material );
  833. const lights = currentRenderState.state.lights;
  834. if ( _clippingEnabled === true ) {
  835. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  836. const useCache =
  837. camera === _currentCamera &&
  838. material.id === _currentMaterialId;
  839. // we might want to call this function with some ClippingGroup
  840. // object instead of the material, once it becomes feasible
  841. // (#8465, #8379)
  842. clipping.setState( material, camera, useCache );
  843. }
  844. }
  845. //
  846. let needsProgramChange = false;
  847. if ( material.version === materialProperties.__version ) {
  848. if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  849. needsProgramChange = true;
  850. } else if ( materialProperties.outputEncoding !== encoding ) {
  851. needsProgramChange = true;
  852. } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
  853. needsProgramChange = true;
  854. } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
  855. needsProgramChange = true;
  856. } else if ( materialProperties.envMap !== envMap ) {
  857. needsProgramChange = true;
  858. } else if ( material.fog && materialProperties.fog !== fog ) {
  859. needsProgramChange = true;
  860. } else if ( materialProperties.numClippingPlanes !== undefined &&
  861. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  862. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  863. needsProgramChange = true;
  864. }
  865. } else {
  866. needsProgramChange = true;
  867. materialProperties.__version = material.version;
  868. }
  869. //
  870. let program = materialProperties.currentProgram;
  871. if ( needsProgramChange === true ) {
  872. program = getProgram( material, scene, object );
  873. }
  874. let refreshProgram = false;
  875. let refreshMaterial = false;
  876. let refreshLights = false;
  877. const p_uniforms = program.getUniforms(),
  878. m_uniforms = materialProperties.uniforms;
  879. if ( state.useProgram( program.program ) ) {
  880. refreshProgram = true;
  881. refreshMaterial = true;
  882. refreshLights = true;
  883. }
  884. if ( material.id !== _currentMaterialId ) {
  885. _currentMaterialId = material.id;
  886. refreshMaterial = true;
  887. }
  888. if ( refreshProgram || _currentCamera !== camera ) {
  889. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  890. if ( capabilities.logarithmicDepthBuffer ) {
  891. p_uniforms.setValue( _gl, 'logDepthBufFC',
  892. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  893. }
  894. if ( _currentCamera !== camera ) {
  895. _currentCamera = camera;
  896. // lighting uniforms depend on the camera so enforce an update
  897. // now, in case this material supports lights - or later, when
  898. // the next material that does gets activated:
  899. refreshMaterial = true; // set to true on material change
  900. refreshLights = true; // remains set until update done
  901. }
  902. // load material specific uniforms
  903. // (shader material also gets them for the sake of genericity)
  904. if ( material.isShaderMaterial ||
  905. material.isMeshPhongMaterial ||
  906. material.isMeshToonMaterial ||
  907. material.isMeshStandardMaterial ||
  908. material.envMap ) {
  909. const uCamPos = p_uniforms.map.cameraPosition;
  910. if ( uCamPos !== undefined ) {
  911. uCamPos.setValue( _gl,
  912. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  913. }
  914. }
  915. if ( material.isMeshPhongMaterial ||
  916. material.isMeshToonMaterial ||
  917. material.isMeshLambertMaterial ||
  918. material.isMeshBasicMaterial ||
  919. material.isMeshStandardMaterial ||
  920. material.isShaderMaterial ) {
  921. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  922. }
  923. if ( material.isMeshPhongMaterial ||
  924. material.isMeshToonMaterial ||
  925. material.isMeshLambertMaterial ||
  926. material.isMeshBasicMaterial ||
  927. material.isMeshStandardMaterial ||
  928. material.isShaderMaterial ||
  929. material.isShadowMaterial ||
  930. material.skinning ) {
  931. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  932. }
  933. }
  934. // skinning uniforms must be set even if material didn't change
  935. // auto-setting of texture unit for bone texture must go before other textures
  936. // otherwise textures used for skinning can take over texture units reserved for other material textures
  937. if ( material.skinning ) {
  938. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  939. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  940. const skeleton = object.skeleton;
  941. if ( skeleton ) {
  942. const bones = skeleton.bones;
  943. if ( capabilities.floatVertexTextures ) {
  944. if ( skeleton.boneTexture === null ) {
  945. // layout (1 matrix = 4 pixels)
  946. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  947. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  948. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  949. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  950. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  951. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  952. size = MathUtils.ceilPowerOfTwo( size );
  953. size = Math.max( size, 4 );
  954. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  955. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  956. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  957. skeleton.boneMatrices = boneMatrices;
  958. skeleton.boneTexture = boneTexture;
  959. skeleton.boneTextureSize = size;
  960. }
  961. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  962. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  963. } else {
  964. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  965. }
  966. }
  967. }
  968. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  969. materialProperties.receiveShadow = object.receiveShadow;
  970. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  971. }
  972. if ( refreshMaterial ) {
  973. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  974. if ( materialProperties.needsLights ) {
  975. // the current material requires lighting info
  976. // note: all lighting uniforms are always set correctly
  977. // they simply reference the renderer's state for their
  978. // values
  979. //
  980. // use the current material's .needsUpdate flags to set
  981. // the GL state when required
  982. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  983. }
  984. // refresh uniforms common to several materials
  985. if ( fog && material.fog ) {
  986. materials.refreshFogUniforms( m_uniforms, fog );
  987. }
  988. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );
  989. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  990. }
  991. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  992. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  993. material.uniformsNeedUpdate = false;
  994. }
  995. if ( material.isSpriteMaterial ) {
  996. p_uniforms.setValue( _gl, 'center', object.center );
  997. }
  998. // common matrices
  999. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1000. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1001. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1002. return program;
  1003. }
  1004. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1005. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1006. uniforms.ambientLightColor.needsUpdate = value;
  1007. uniforms.lightProbe.needsUpdate = value;
  1008. uniforms.directionalLights.needsUpdate = value;
  1009. uniforms.directionalLightShadows.needsUpdate = value;
  1010. uniforms.pointLights.needsUpdate = value;
  1011. uniforms.pointLightShadows.needsUpdate = value;
  1012. uniforms.spotLights.needsUpdate = value;
  1013. uniforms.spotLightShadows.needsUpdate = value;
  1014. uniforms.rectAreaLights.needsUpdate = value;
  1015. uniforms.hemisphereLights.needsUpdate = value;
  1016. }
  1017. function materialNeedsLights( material ) {
  1018. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1019. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1020. ( material.isShaderMaterial && material.lights === true );
  1021. }
  1022. //
  1023. this.setFramebuffer = function ( value ) {
  1024. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1025. _framebuffer = value;
  1026. };
  1027. this.getActiveCubeFace = function () {
  1028. return _currentActiveCubeFace;
  1029. };
  1030. this.getActiveMipmapLevel = function () {
  1031. return _currentActiveMipmapLevel;
  1032. };
  1033. this.getRenderTarget = function () {
  1034. return _currentRenderTarget;
  1035. };
  1036. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1037. _currentRenderTarget = renderTarget;
  1038. _currentActiveCubeFace = activeCubeFace;
  1039. _currentActiveMipmapLevel = activeMipmapLevel;
  1040. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1041. textures.setupRenderTarget( renderTarget );
  1042. }
  1043. let framebuffer = _framebuffer;
  1044. let isCube = false;
  1045. let isRenderTarget3D = false;
  1046. if ( renderTarget ) {
  1047. const texture = renderTarget.texture;
  1048. if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
  1049. isRenderTarget3D = true;
  1050. }
  1051. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1052. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1053. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1054. isCube = true;
  1055. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1056. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1057. } else {
  1058. framebuffer = __webglFramebuffer;
  1059. }
  1060. _currentViewport.copy( renderTarget.viewport );
  1061. _currentScissor.copy( renderTarget.scissor );
  1062. _currentScissorTest = renderTarget.scissorTest;
  1063. } else {
  1064. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1065. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1066. _currentScissorTest = _scissorTest;
  1067. }
  1068. if ( _currentFramebuffer !== framebuffer ) {
  1069. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1070. _currentFramebuffer = framebuffer;
  1071. }
  1072. state.viewport( _currentViewport );
  1073. state.scissor( _currentScissor );
  1074. state.setScissorTest( _currentScissorTest );
  1075. if ( isCube ) {
  1076. const textureProperties = properties.get( renderTarget.texture );
  1077. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1078. } else if ( isRenderTarget3D ) {
  1079. const textureProperties = properties.get( renderTarget.texture );
  1080. const layer = activeCubeFace || 0;
  1081. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1082. }
  1083. };
  1084. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1085. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1086. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1087. return;
  1088. }
  1089. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1090. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1091. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1092. }
  1093. if ( framebuffer ) {
  1094. let restore = false;
  1095. if ( framebuffer !== _currentFramebuffer ) {
  1096. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1097. restore = true;
  1098. }
  1099. try {
  1100. const texture = renderTarget.texture;
  1101. const textureFormat = texture.format;
  1102. const textureType = texture.type;
  1103. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1104. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1105. return;
  1106. }
  1107. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1108. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  1109. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1110. ! halfFloatSupportedByExt ) {
  1111. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1112. return;
  1113. }
  1114. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1115. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1116. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1117. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1118. }
  1119. } else {
  1120. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1121. }
  1122. } finally {
  1123. if ( restore ) {
  1124. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1125. }
  1126. }
  1127. }
  1128. };
  1129. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1130. const levelScale = Math.pow( 2, - level );
  1131. const width = Math.floor( texture.image.width * levelScale );
  1132. const height = Math.floor( texture.image.height * levelScale );
  1133. const glFormat = utils.convert( texture.format );
  1134. textures.setTexture2D( texture, 0 );
  1135. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1136. state.unbindTexture();
  1137. };
  1138. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1139. const width = srcTexture.image.width;
  1140. const height = srcTexture.image.height;
  1141. const glFormat = utils.convert( dstTexture.format );
  1142. const glType = utils.convert( dstTexture.type );
  1143. textures.setTexture2D( dstTexture, 0 );
  1144. // As another texture upload may have changed pixelStorei
  1145. // parameters, make sure they are correct for the dstTexture
  1146. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1147. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1148. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1149. if ( srcTexture.isDataTexture ) {
  1150. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1151. } else {
  1152. if ( srcTexture.isCompressedTexture ) {
  1153. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1154. } else {
  1155. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1156. }
  1157. }
  1158. // Generate mipmaps only when copying level 0
  1159. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1160. state.unbindTexture();
  1161. };
  1162. this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
  1163. if ( _this.isWebGL1Renderer ) {
  1164. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  1165. return;
  1166. }
  1167. const { width, height, data } = srcTexture.image;
  1168. const glFormat = utils.convert( dstTexture.format );
  1169. const glType = utils.convert( dstTexture.type );
  1170. let glTarget;
  1171. if ( dstTexture.isDataTexture3D ) {
  1172. textures.setTexture3D( dstTexture, 0 );
  1173. glTarget = _gl.TEXTURE_3D;
  1174. } else if ( dstTexture.isDataTexture2DArray ) {
  1175. textures.setTexture2DArray( dstTexture, 0 );
  1176. glTarget = _gl.TEXTURE_2D_ARRAY;
  1177. } else {
  1178. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1179. return;
  1180. }
  1181. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1182. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1183. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1184. const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  1185. const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  1186. const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  1187. const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  1188. const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
  1189. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, width );
  1190. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, height );
  1191. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  1192. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  1193. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
  1194. _gl.texSubImage3D(
  1195. glTarget,
  1196. level,
  1197. position.x,
  1198. position.y,
  1199. position.z,
  1200. sourceBox.max.x - sourceBox.min.x + 1,
  1201. sourceBox.max.y - sourceBox.min.y + 1,
  1202. sourceBox.max.z - sourceBox.min.z + 1,
  1203. glFormat,
  1204. glType,
  1205. data
  1206. );
  1207. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  1208. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  1209. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  1210. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  1211. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
  1212. // Generate mipmaps only when copying level 0
  1213. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
  1214. state.unbindTexture();
  1215. };
  1216. this.initTexture = function ( texture ) {
  1217. textures.setTexture2D( texture, 0 );
  1218. state.unbindTexture();
  1219. };
  1220. this.resetState = function () {
  1221. _framebuffer = null;
  1222. _currentActiveCubeFace = 0;
  1223. _currentActiveMipmapLevel = 0;
  1224. _currentRenderTarget = null;
  1225. _currentFramebuffer = null;
  1226. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1227. state.reset();
  1228. bindingStates.reset();
  1229. };
  1230. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1231. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1232. }
  1233. }
  1234. export { WebGLRenderer };
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