WebGLRenderer.js 53 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. * @author tschw
  7. */
  8. import {
  9. RGBAFormat,
  10. HalfFloatType,
  11. FloatType,
  12. UnsignedByteType,
  13. LinearEncoding,
  14. NoToneMapping
  15. } from '../constants.js';
  16. import { MathUtils } from '../math/MathUtils.js';
  17. import { DataTexture } from '../textures/DataTexture.js';
  18. import { Frustum } from '../math/Frustum.js';
  19. import { Matrix4 } from '../math/Matrix4.js';
  20. import { UniformsLib } from './shaders/UniformsLib.js';
  21. import { Vector2 } from '../math/Vector2.js';
  22. import { Vector3 } from '../math/Vector3.js';
  23. import { Vector4 } from '../math/Vector4.js';
  24. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  25. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  26. import { WebGLBackground } from './webgl/WebGLBackground.js';
  27. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  28. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  29. import { WebGLClipping } from './webgl/WebGLClipping.js';
  30. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  31. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  32. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  33. import { WebGLInfo } from './webgl/WebGLInfo.js';
  34. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  35. import { WebGLObjects } from './webgl/WebGLObjects.js';
  36. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  37. import { WebGLProperties } from './webgl/WebGLProperties.js';
  38. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  39. import { WebGLRenderStates } from './webgl/WebGLRenderStates.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. function WebGLRenderer( parameters ) {
  48. parameters = parameters || {};
  49. const _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  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. // public properties
  62. this.domElement = _canvas;
  63. // Debug configuration container
  64. this.debug = {
  65. /**
  66. * Enables error checking and reporting when shader programs are being compiled
  67. * @type {boolean}
  68. */
  69. checkShaderErrors: true
  70. };
  71. // clearing
  72. this.autoClear = true;
  73. this.autoClearColor = true;
  74. this.autoClearDepth = true;
  75. this.autoClearStencil = true;
  76. // scene graph
  77. this.sortObjects = true;
  78. // user-defined clipping
  79. this.clippingPlanes = [];
  80. this.localClippingEnabled = false;
  81. // physically based shading
  82. this.gammaFactor = 2.0; // for backwards compatibility
  83. this.outputEncoding = LinearEncoding;
  84. // physical lights
  85. this.physicallyCorrectLights = false;
  86. // tone mapping
  87. this.toneMapping = NoToneMapping;
  88. this.toneMappingExposure = 1.0;
  89. // morphs
  90. this.maxMorphTargets = 8;
  91. this.maxMorphNormals = 4;
  92. // internal properties
  93. const _this = this;
  94. let _isContextLost = false;
  95. // internal state cache
  96. let _framebuffer = null;
  97. let _currentActiveCubeFace = 0;
  98. let _currentActiveMipmapLevel = 0;
  99. let _currentRenderTarget = null;
  100. let _currentFramebuffer = null;
  101. let _currentMaterialId = - 1;
  102. // geometry and program caching
  103. const _currentGeometryProgram = {
  104. geometry: null,
  105. program: null,
  106. wireframe: false
  107. };
  108. let _currentCamera = null;
  109. let _currentArrayCamera = null;
  110. const _currentViewport = new Vector4();
  111. const _currentScissor = new Vector4();
  112. let _currentScissorTest = null;
  113. //
  114. let _width = _canvas.width;
  115. let _height = _canvas.height;
  116. let _pixelRatio = 1;
  117. let _opaqueSort = null;
  118. let _transparentSort = null;
  119. const _viewport = new Vector4( 0, 0, _width, _height );
  120. const _scissor = new Vector4( 0, 0, _width, _height );
  121. let _scissorTest = false;
  122. // frustum
  123. const _frustum = new Frustum();
  124. // clipping
  125. const _clipping = new WebGLClipping();
  126. let _clippingEnabled = false;
  127. let _localClippingEnabled = false;
  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, attributes, geometries, objects;
  185. let programCache, materials, renderLists, renderStates;
  186. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  187. let utils;
  188. function initGLContext() {
  189. extensions = new WebGLExtensions( _gl );
  190. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  191. if ( capabilities.isWebGL2 === false ) {
  192. extensions.get( 'WEBGL_depth_texture' );
  193. extensions.get( 'OES_texture_float' );
  194. extensions.get( 'OES_texture_half_float' );
  195. extensions.get( 'OES_texture_half_float_linear' );
  196. extensions.get( 'OES_standard_derivatives' );
  197. extensions.get( 'OES_element_index_uint' );
  198. extensions.get( 'ANGLE_instanced_arrays' );
  199. }
  200. extensions.get( 'OES_texture_float_linear' );
  201. utils = new WebGLUtils( _gl, extensions, capabilities );
  202. state = new WebGLState( _gl, extensions, capabilities );
  203. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  204. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  205. info = new WebGLInfo( _gl );
  206. properties = new WebGLProperties();
  207. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  208. attributes = new WebGLAttributes( _gl, capabilities );
  209. geometries = new WebGLGeometries( _gl, attributes, info );
  210. objects = new WebGLObjects( _gl, geometries, attributes, info );
  211. morphtargets = new WebGLMorphtargets( _gl );
  212. programCache = new WebGLPrograms( _this, extensions, capabilities );
  213. materials = new WebGLMaterials( properties );
  214. renderLists = new WebGLRenderLists();
  215. renderStates = new WebGLRenderStates();
  216. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  217. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  218. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  219. info.programs = programCache.programs;
  220. _this.capabilities = capabilities;
  221. _this.extensions = extensions;
  222. _this.properties = properties;
  223. _this.renderLists = renderLists;
  224. _this.state = state;
  225. _this.info = info;
  226. }
  227. initGLContext();
  228. // xr
  229. const xr = new WebXRManager( _this, _gl );
  230. this.xr = xr;
  231. // shadow map
  232. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  233. this.shadowMap = shadowMap;
  234. // API
  235. this.getContext = function () {
  236. return _gl;
  237. };
  238. this.getContextAttributes = function () {
  239. return _gl.getContextAttributes();
  240. };
  241. this.forceContextLoss = function () {
  242. const extension = extensions.get( 'WEBGL_lose_context' );
  243. if ( extension ) extension.loseContext();
  244. };
  245. this.forceContextRestore = function () {
  246. const extension = extensions.get( 'WEBGL_lose_context' );
  247. if ( extension ) extension.restoreContext();
  248. };
  249. this.getPixelRatio = function () {
  250. return _pixelRatio;
  251. };
  252. this.setPixelRatio = function ( value ) {
  253. if ( value === undefined ) return;
  254. _pixelRatio = value;
  255. this.setSize( _width, _height, false );
  256. };
  257. this.getSize = function ( target ) {
  258. if ( target === undefined ) {
  259. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  260. target = new Vector2();
  261. }
  262. return target.set( _width, _height );
  263. };
  264. this.setSize = function ( width, height, updateStyle ) {
  265. if ( xr.isPresenting ) {
  266. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  267. return;
  268. }
  269. _width = width;
  270. _height = height;
  271. _canvas.width = Math.floor( width * _pixelRatio );
  272. _canvas.height = Math.floor( height * _pixelRatio );
  273. if ( updateStyle !== false ) {
  274. _canvas.style.width = width + 'px';
  275. _canvas.style.height = height + 'px';
  276. }
  277. this.setViewport( 0, 0, width, height );
  278. };
  279. this.getDrawingBufferSize = function ( target ) {
  280. if ( target === undefined ) {
  281. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  282. target = new Vector2();
  283. }
  284. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  285. };
  286. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  287. _width = width;
  288. _height = height;
  289. _pixelRatio = pixelRatio;
  290. _canvas.width = Math.floor( width * pixelRatio );
  291. _canvas.height = Math.floor( height * pixelRatio );
  292. this.setViewport( 0, 0, width, height );
  293. };
  294. this.getCurrentViewport = function ( target ) {
  295. if ( target === undefined ) {
  296. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  297. target = new Vector4();
  298. }
  299. return target.copy( _currentViewport );
  300. };
  301. this.getViewport = function ( target ) {
  302. return target.copy( _viewport );
  303. };
  304. this.setViewport = function ( x, y, width, height ) {
  305. if ( x.isVector4 ) {
  306. _viewport.set( x.x, x.y, x.z, x.w );
  307. } else {
  308. _viewport.set( x, y, width, height );
  309. }
  310. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  311. };
  312. this.getScissor = function ( target ) {
  313. return target.copy( _scissor );
  314. };
  315. this.setScissor = function ( x, y, width, height ) {
  316. if ( x.isVector4 ) {
  317. _scissor.set( x.x, x.y, x.z, x.w );
  318. } else {
  319. _scissor.set( x, y, width, height );
  320. }
  321. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  322. };
  323. this.getScissorTest = function () {
  324. return _scissorTest;
  325. };
  326. this.setScissorTest = function ( boolean ) {
  327. state.setScissorTest( _scissorTest = boolean );
  328. };
  329. this.setOpaqueSort = function ( method ) {
  330. _opaqueSort = method;
  331. };
  332. this.setTransparentSort = function ( method ) {
  333. _transparentSort = method;
  334. };
  335. // Clearing
  336. this.getClearColor = function () {
  337. return background.getClearColor();
  338. };
  339. this.setClearColor = function () {
  340. background.setClearColor.apply( background, arguments );
  341. };
  342. this.getClearAlpha = function () {
  343. return background.getClearAlpha();
  344. };
  345. this.setClearAlpha = function () {
  346. background.setClearAlpha.apply( background, arguments );
  347. };
  348. this.clear = function ( color, depth, stencil ) {
  349. let bits = 0;
  350. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  351. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  352. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  353. _gl.clear( bits );
  354. };
  355. this.clearColor = function () {
  356. this.clear( true, false, false );
  357. };
  358. this.clearDepth = function () {
  359. this.clear( false, true, false );
  360. };
  361. this.clearStencil = function () {
  362. this.clear( false, false, true );
  363. };
  364. //
  365. this.dispose = function () {
  366. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  367. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  368. renderLists.dispose();
  369. renderStates.dispose();
  370. properties.dispose();
  371. objects.dispose();
  372. xr.dispose();
  373. animation.stop();
  374. };
  375. // Events
  376. function onContextLost( event ) {
  377. event.preventDefault();
  378. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  379. _isContextLost = true;
  380. }
  381. function onContextRestore( /* event */ ) {
  382. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  383. _isContextLost = false;
  384. initGLContext();
  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. releaseMaterialProgramReference( material );
  394. properties.remove( material );
  395. }
  396. function releaseMaterialProgramReference( material ) {
  397. const programInfo = properties.get( material ).program;
  398. material.program = undefined;
  399. if ( programInfo !== undefined ) {
  400. programCache.releaseProgram( programInfo );
  401. }
  402. }
  403. // Buffer rendering
  404. function renderObjectImmediate( object, program ) {
  405. object.render( function ( object ) {
  406. _this.renderBufferImmediate( object, program );
  407. } );
  408. }
  409. this.renderBufferImmediate = function ( object, program ) {
  410. state.initAttributes();
  411. const buffers = properties.get( object );
  412. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  413. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  414. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  415. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  416. const programAttributes = program.getAttributes();
  417. if ( object.hasPositions ) {
  418. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  419. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  420. state.enableAttribute( programAttributes.position );
  421. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  422. }
  423. if ( object.hasNormals ) {
  424. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  425. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  426. state.enableAttribute( programAttributes.normal );
  427. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  428. }
  429. if ( object.hasUvs ) {
  430. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  431. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  432. state.enableAttribute( programAttributes.uv );
  433. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  434. }
  435. if ( object.hasColors ) {
  436. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  437. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  438. state.enableAttribute( programAttributes.color );
  439. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  440. }
  441. state.disableUnusedAttributes();
  442. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  443. object.count = 0;
  444. };
  445. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  446. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  447. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  448. const program = setProgram( camera, scene, material, object );
  449. state.setMaterial( material, frontFaceCW );
  450. let updateBuffers = false;
  451. if ( _currentGeometryProgram.geometry !== geometry.id ||
  452. _currentGeometryProgram.program !== program.id ||
  453. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  454. _currentGeometryProgram.geometry = geometry.id;
  455. _currentGeometryProgram.program = program.id;
  456. _currentGeometryProgram.wireframe = material.wireframe === true;
  457. updateBuffers = true;
  458. }
  459. if ( material.morphTargets || material.morphNormals ) {
  460. morphtargets.update( object, geometry, material, program );
  461. updateBuffers = true;
  462. }
  463. if ( object.isInstancedMesh === true ) {
  464. updateBuffers = true;
  465. }
  466. //
  467. let index = geometry.index;
  468. const position = geometry.attributes.position;
  469. //
  470. if ( index === null ) {
  471. if ( position === undefined || position.count === 0 ) return;
  472. } else if ( index.count === 0 ) {
  473. return;
  474. }
  475. //
  476. let rangeFactor = 1;
  477. if ( material.wireframe === true ) {
  478. index = geometries.getWireframeAttribute( geometry );
  479. rangeFactor = 2;
  480. }
  481. let attribute;
  482. let renderer = bufferRenderer;
  483. if ( index !== null ) {
  484. attribute = attributes.get( index );
  485. renderer = indexedBufferRenderer;
  486. renderer.setIndex( attribute );
  487. }
  488. if ( updateBuffers ) {
  489. setupVertexAttributes( object, geometry, material, program );
  490. if ( index !== null ) {
  491. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
  492. }
  493. }
  494. //
  495. const dataCount = ( index !== null ) ? index.count : position.count;
  496. const rangeStart = geometry.drawRange.start * rangeFactor;
  497. const rangeCount = geometry.drawRange.count * rangeFactor;
  498. const groupStart = group !== null ? group.start * rangeFactor : 0;
  499. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  500. const drawStart = Math.max( rangeStart, groupStart );
  501. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  502. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  503. if ( drawCount === 0 ) return;
  504. //
  505. if ( object.isMesh ) {
  506. if ( material.wireframe === true ) {
  507. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  508. renderer.setMode( _gl.LINES );
  509. } else {
  510. renderer.setMode( _gl.TRIANGLES );
  511. }
  512. } else if ( object.isLine ) {
  513. let lineWidth = material.linewidth;
  514. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  515. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  516. if ( object.isLineSegments ) {
  517. renderer.setMode( _gl.LINES );
  518. } else if ( object.isLineLoop ) {
  519. renderer.setMode( _gl.LINE_LOOP );
  520. } else {
  521. renderer.setMode( _gl.LINE_STRIP );
  522. }
  523. } else if ( object.isPoints ) {
  524. renderer.setMode( _gl.POINTS );
  525. } else if ( object.isSprite ) {
  526. renderer.setMode( _gl.TRIANGLES );
  527. }
  528. if ( object.isInstancedMesh ) {
  529. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  530. } else if ( geometry.isInstancedBufferGeometry ) {
  531. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  532. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  533. } else {
  534. renderer.render( drawStart, drawCount );
  535. }
  536. };
  537. function setupVertexAttributes( object, geometry, material, program ) {
  538. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  539. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
  540. }
  541. state.initAttributes();
  542. const geometryAttributes = geometry.attributes;
  543. const programAttributes = program.getAttributes();
  544. const materialDefaultAttributeValues = material.defaultAttributeValues;
  545. for ( const name in programAttributes ) {
  546. const programAttribute = programAttributes[ name ];
  547. if ( programAttribute >= 0 ) {
  548. const geometryAttribute = geometryAttributes[ name ];
  549. if ( geometryAttribute !== undefined ) {
  550. const normalized = geometryAttribute.normalized;
  551. const size = geometryAttribute.itemSize;
  552. const attribute = attributes.get( geometryAttribute );
  553. // TODO Attribute may not be available on context restore
  554. if ( attribute === undefined ) continue;
  555. const buffer = attribute.buffer;
  556. const type = attribute.type;
  557. const bytesPerElement = attribute.bytesPerElement;
  558. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  559. const data = geometryAttribute.data;
  560. const stride = data.stride;
  561. const offset = geometryAttribute.offset;
  562. if ( data && data.isInstancedInterleavedBuffer ) {
  563. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  564. if ( geometry._maxInstanceCount === undefined ) {
  565. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  566. }
  567. } else {
  568. state.enableAttribute( programAttribute );
  569. }
  570. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  571. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  572. } else {
  573. if ( geometryAttribute.isInstancedBufferAttribute ) {
  574. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  575. if ( geometry._maxInstanceCount === undefined ) {
  576. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  577. }
  578. } else {
  579. state.enableAttribute( programAttribute );
  580. }
  581. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  582. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  583. }
  584. } else if ( name === 'instanceMatrix' ) {
  585. const attribute = attributes.get( object.instanceMatrix );
  586. // TODO Attribute may not be available on context restore
  587. if ( attribute === undefined ) continue;
  588. const buffer = attribute.buffer;
  589. const type = attribute.type;
  590. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  591. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  592. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  593. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  594. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  595. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  596. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  597. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  598. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  599. } else if ( materialDefaultAttributeValues !== undefined ) {
  600. const value = materialDefaultAttributeValues[ name ];
  601. if ( value !== undefined ) {
  602. switch ( value.length ) {
  603. case 2:
  604. _gl.vertexAttrib2fv( programAttribute, value );
  605. break;
  606. case 3:
  607. _gl.vertexAttrib3fv( programAttribute, value );
  608. break;
  609. case 4:
  610. _gl.vertexAttrib4fv( programAttribute, value );
  611. break;
  612. default:
  613. _gl.vertexAttrib1fv( programAttribute, value );
  614. }
  615. }
  616. }
  617. }
  618. }
  619. state.disableUnusedAttributes();
  620. }
  621. // Compile
  622. this.compile = function ( scene, camera ) {
  623. currentRenderState = renderStates.get( scene, camera );
  624. currentRenderState.init();
  625. scene.traverse( function ( object ) {
  626. if ( object.isLight ) {
  627. currentRenderState.pushLight( object );
  628. if ( object.castShadow ) {
  629. currentRenderState.pushShadow( object );
  630. }
  631. }
  632. } );
  633. currentRenderState.setupLights( camera );
  634. const compiled = new WeakMap();
  635. scene.traverse( function ( object ) {
  636. let material = object.material;
  637. if ( material ) {
  638. if ( Array.isArray( material ) ) {
  639. for ( let i = 0; i < material.length; i ++ ) {
  640. let material2 = material[ i ];
  641. if ( compiled.has( material2 ) === false ) {
  642. initMaterial( material2, scene, object );
  643. compiled.set( material2 );
  644. }
  645. }
  646. } else if ( compiled.has( material ) === false ) {
  647. initMaterial( material, scene, object );
  648. compiled.set( material );
  649. }
  650. }
  651. } );
  652. };
  653. // Animation Loop
  654. let onAnimationFrameCallback = null;
  655. function onAnimationFrame( time ) {
  656. if ( xr.isPresenting ) return;
  657. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  658. }
  659. const animation = new WebGLAnimation();
  660. animation.setAnimationLoop( onAnimationFrame );
  661. if ( typeof window !== 'undefined' ) animation.setContext( window );
  662. this.setAnimationLoop = function ( callback ) {
  663. onAnimationFrameCallback = callback;
  664. xr.setAnimationLoop( callback );
  665. animation.start();
  666. };
  667. // Rendering
  668. this.render = function ( scene, camera ) {
  669. let renderTarget, forceClear;
  670. if ( arguments[ 2 ] !== undefined ) {
  671. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  672. renderTarget = arguments[ 2 ];
  673. }
  674. if ( arguments[ 3 ] !== undefined ) {
  675. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  676. forceClear = arguments[ 3 ];
  677. }
  678. if ( camera !== undefined && camera.isCamera !== true ) {
  679. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  680. return;
  681. }
  682. if ( _isContextLost === true ) return;
  683. // reset caching for this frame
  684. _currentGeometryProgram.geometry = null;
  685. _currentGeometryProgram.program = null;
  686. _currentGeometryProgram.wireframe = false;
  687. _currentMaterialId = - 1;
  688. _currentCamera = null;
  689. // update scene graph
  690. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  691. // update camera matrices and frustum
  692. if ( camera.parent === null ) camera.updateMatrixWorld();
  693. if ( xr.enabled === true && xr.isPresenting === true ) {
  694. camera = xr.getCamera( camera );
  695. }
  696. //
  697. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  698. currentRenderState = renderStates.get( scene, camera );
  699. currentRenderState.init();
  700. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  701. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  702. _localClippingEnabled = this.localClippingEnabled;
  703. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  704. currentRenderList = renderLists.get( scene, camera );
  705. currentRenderList.init();
  706. projectObject( scene, camera, 0, _this.sortObjects );
  707. currentRenderList.finish();
  708. if ( _this.sortObjects === true ) {
  709. currentRenderList.sort( _opaqueSort, _transparentSort );
  710. }
  711. //
  712. if ( _clippingEnabled === true ) _clipping.beginShadows();
  713. const shadowsArray = currentRenderState.state.shadowsArray;
  714. shadowMap.render( shadowsArray, scene, camera );
  715. currentRenderState.setupLights( camera );
  716. if ( _clippingEnabled === true ) _clipping.endShadows();
  717. //
  718. if ( this.info.autoReset === true ) this.info.reset();
  719. if ( renderTarget !== undefined ) {
  720. this.setRenderTarget( renderTarget );
  721. }
  722. //
  723. background.render( currentRenderList, scene, camera, forceClear );
  724. // render scene
  725. const opaqueObjects = currentRenderList.opaque;
  726. const transparentObjects = currentRenderList.transparent;
  727. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  728. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  729. //
  730. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  731. //
  732. if ( _currentRenderTarget !== null ) {
  733. // Generate mipmap if we're using any kind of mipmap filtering
  734. textures.updateRenderTargetMipmap( _currentRenderTarget );
  735. // resolve multisample renderbuffers to a single-sample texture if necessary
  736. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  737. }
  738. // Ensure depth buffer writing is enabled so it can be cleared on next render
  739. state.buffers.depth.setTest( true );
  740. state.buffers.depth.setMask( true );
  741. state.buffers.color.setMask( true );
  742. state.setPolygonOffset( false );
  743. // _gl.finish();
  744. currentRenderList = null;
  745. currentRenderState = null;
  746. };
  747. function projectObject( object, camera, groupOrder, sortObjects ) {
  748. if ( object.visible === false ) return;
  749. const visible = object.layers.test( camera.layers );
  750. if ( visible ) {
  751. if ( object.isGroup ) {
  752. groupOrder = object.renderOrder;
  753. } else if ( object.isLOD ) {
  754. if ( object.autoUpdate === true ) object.update( camera );
  755. } else if ( object.isLight ) {
  756. currentRenderState.pushLight( object );
  757. if ( object.castShadow ) {
  758. currentRenderState.pushShadow( object );
  759. }
  760. } else if ( object.isSprite ) {
  761. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  762. if ( sortObjects ) {
  763. _vector3.setFromMatrixPosition( object.matrixWorld )
  764. .applyMatrix4( _projScreenMatrix );
  765. }
  766. const geometry = objects.update( object );
  767. const material = object.material;
  768. if ( material.visible ) {
  769. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  770. }
  771. }
  772. } else if ( object.isImmediateRenderObject ) {
  773. if ( sortObjects ) {
  774. _vector3.setFromMatrixPosition( object.matrixWorld )
  775. .applyMatrix4( _projScreenMatrix );
  776. }
  777. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  778. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  779. if ( object.isSkinnedMesh ) {
  780. // update skeleton only once in a frame
  781. if ( object.skeleton.frame !== info.render.frame ) {
  782. object.skeleton.update();
  783. object.skeleton.frame = info.render.frame;
  784. }
  785. }
  786. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  787. if ( sortObjects ) {
  788. _vector3.setFromMatrixPosition( object.matrixWorld )
  789. .applyMatrix4( _projScreenMatrix );
  790. }
  791. const geometry = objects.update( object );
  792. const material = object.material;
  793. if ( Array.isArray( material ) ) {
  794. const groups = geometry.groups;
  795. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  796. const group = groups[ i ];
  797. const groupMaterial = material[ group.materialIndex ];
  798. if ( groupMaterial && groupMaterial.visible ) {
  799. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  800. }
  801. }
  802. } else if ( material.visible ) {
  803. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  804. }
  805. }
  806. }
  807. }
  808. const children = object.children;
  809. for ( let i = 0, l = children.length; i < l; i ++ ) {
  810. projectObject( children[ i ], camera, groupOrder, sortObjects );
  811. }
  812. }
  813. function renderObjects( renderList, scene, camera ) {
  814. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  815. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  816. const renderItem = renderList[ i ];
  817. const object = renderItem.object;
  818. const geometry = renderItem.geometry;
  819. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  820. const group = renderItem.group;
  821. if ( camera.isArrayCamera ) {
  822. _currentArrayCamera = camera;
  823. const cameras = camera.cameras;
  824. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  825. const camera2 = cameras[ j ];
  826. if ( object.layers.test( camera2.layers ) ) {
  827. state.viewport( _currentViewport.copy( camera2.viewport ) );
  828. currentRenderState.setupLights( camera2 );
  829. renderObject( object, scene, camera2, geometry, material, group );
  830. }
  831. }
  832. } else {
  833. _currentArrayCamera = null;
  834. renderObject( object, scene, camera, geometry, material, group );
  835. }
  836. }
  837. }
  838. function renderObject( object, scene, camera, geometry, material, group ) {
  839. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  840. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  841. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  842. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  843. if ( object.isImmediateRenderObject ) {
  844. const program = setProgram( camera, scene, material, object );
  845. state.setMaterial( material );
  846. _currentGeometryProgram.geometry = null;
  847. _currentGeometryProgram.program = null;
  848. _currentGeometryProgram.wireframe = false;
  849. renderObjectImmediate( object, program );
  850. } else {
  851. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  852. }
  853. object.onAfterRender( _this, scene, camera, geometry, material, group );
  854. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  855. }
  856. function initMaterial( material, scene, object ) {
  857. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  858. const materialProperties = properties.get( material );
  859. const lights = currentRenderState.state.lights;
  860. const shadowsArray = currentRenderState.state.shadowsArray;
  861. const lightsStateVersion = lights.state.version;
  862. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  863. const programCacheKey = programCache.getProgramCacheKey( parameters );
  864. let program = materialProperties.program;
  865. let programChange = true;
  866. if ( program === undefined ) {
  867. // new material
  868. material.addEventListener( 'dispose', onMaterialDispose );
  869. } else if ( program.cacheKey !== programCacheKey ) {
  870. // changed glsl or parameters
  871. releaseMaterialProgramReference( material );
  872. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  873. materialProperties.lightsStateVersion = lightsStateVersion;
  874. programChange = false;
  875. } else if ( parameters.shaderID !== undefined ) {
  876. // same glsl and uniform list
  877. return;
  878. } else {
  879. // only rebuild uniform list
  880. programChange = false;
  881. }
  882. if ( programChange ) {
  883. program = programCache.acquireProgram( parameters, programCacheKey );
  884. materialProperties.program = program;
  885. materialProperties.uniforms = parameters.uniforms;
  886. materialProperties.outputEncoding = parameters.outputEncoding;
  887. material.program = program;
  888. }
  889. const programAttributes = program.getAttributes();
  890. if ( material.morphTargets ) {
  891. material.numSupportedMorphTargets = 0;
  892. for ( let i = 0; i < _this.maxMorphTargets; i ++ ) {
  893. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  894. material.numSupportedMorphTargets ++;
  895. }
  896. }
  897. }
  898. if ( material.morphNormals ) {
  899. material.numSupportedMorphNormals = 0;
  900. for ( let i = 0; i < _this.maxMorphNormals; i ++ ) {
  901. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  902. material.numSupportedMorphNormals ++;
  903. }
  904. }
  905. }
  906. const uniforms = materialProperties.uniforms;
  907. if ( ! material.isShaderMaterial &&
  908. ! material.isRawShaderMaterial ||
  909. material.clipping === true ) {
  910. materialProperties.numClippingPlanes = _clipping.numPlanes;
  911. materialProperties.numIntersection = _clipping.numIntersection;
  912. uniforms.clippingPlanes = _clipping.uniform;
  913. }
  914. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  915. materialProperties.fog = scene.fog;
  916. // store the light setup it was created for
  917. materialProperties.needsLights = materialNeedsLights( material );
  918. materialProperties.lightsStateVersion = lightsStateVersion;
  919. if ( materialProperties.needsLights ) {
  920. // wire up the material to this renderer's lighting state
  921. uniforms.ambientLightColor.value = lights.state.ambient;
  922. uniforms.lightProbe.value = lights.state.probe;
  923. uniforms.directionalLights.value = lights.state.directional;
  924. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  925. uniforms.spotLights.value = lights.state.spot;
  926. uniforms.spotLightShadows.value = lights.state.spotShadow;
  927. uniforms.rectAreaLights.value = lights.state.rectArea;
  928. uniforms.pointLights.value = lights.state.point;
  929. uniforms.pointLightShadows.value = lights.state.pointShadow;
  930. uniforms.hemisphereLights.value = lights.state.hemi;
  931. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  932. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  933. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  934. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  935. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  936. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  937. // TODO (abelnation): add area lights shadow info to uniforms
  938. }
  939. const progUniforms = materialProperties.program.getUniforms(),
  940. uniformsList =
  941. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  942. materialProperties.uniformsList = uniformsList;
  943. }
  944. function setProgram( camera, scene, material, object ) {
  945. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  946. textures.resetTextureUnits();
  947. const fog = scene.fog;
  948. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  949. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  950. const materialProperties = properties.get( material );
  951. const lights = currentRenderState.state.lights;
  952. if ( _clippingEnabled === true ) {
  953. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  954. const useCache =
  955. camera === _currentCamera &&
  956. material.id === _currentMaterialId;
  957. // we might want to call this function with some ClippingGroup
  958. // object instead of the material, once it becomes feasible
  959. // (#8465, #8379)
  960. _clipping.setState(
  961. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  962. camera, materialProperties, useCache );
  963. }
  964. }
  965. if ( material.version === materialProperties.__version ) {
  966. if ( materialProperties.program === undefined ) {
  967. initMaterial( material, scene, object );
  968. } else if ( material.fog && materialProperties.fog !== fog ) {
  969. initMaterial( material, scene, object );
  970. } else if ( materialProperties.environment !== environment ) {
  971. initMaterial( material, scene, object );
  972. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  973. initMaterial( material, scene, object );
  974. } else if ( materialProperties.numClippingPlanes !== undefined &&
  975. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  976. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  977. initMaterial( material, scene, object );
  978. } else if ( materialProperties.outputEncoding !== encoding ) {
  979. initMaterial( material, scene, object );
  980. }
  981. } else {
  982. initMaterial( material, scene, object );
  983. materialProperties.__version = material.version;
  984. }
  985. let refreshProgram = false;
  986. let refreshMaterial = false;
  987. let refreshLights = false;
  988. const program = materialProperties.program,
  989. p_uniforms = program.getUniforms(),
  990. m_uniforms = materialProperties.uniforms;
  991. if ( state.useProgram( program.program ) ) {
  992. refreshProgram = true;
  993. refreshMaterial = true;
  994. refreshLights = true;
  995. }
  996. if ( material.id !== _currentMaterialId ) {
  997. _currentMaterialId = material.id;
  998. refreshMaterial = true;
  999. }
  1000. if ( refreshProgram || _currentCamera !== camera ) {
  1001. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  1002. if ( capabilities.logarithmicDepthBuffer ) {
  1003. p_uniforms.setValue( _gl, 'logDepthBufFC',
  1004. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1005. }
  1006. if ( _currentCamera !== camera ) {
  1007. _currentCamera = camera;
  1008. // lighting uniforms depend on the camera so enforce an update
  1009. // now, in case this material supports lights - or later, when
  1010. // the next material that does gets activated:
  1011. refreshMaterial = true; // set to true on material change
  1012. refreshLights = true; // remains set until update done
  1013. }
  1014. // load material specific uniforms
  1015. // (shader material also gets them for the sake of genericity)
  1016. if ( material.isShaderMaterial ||
  1017. material.isMeshPhongMaterial ||
  1018. material.isMeshToonMaterial ||
  1019. material.isMeshStandardMaterial ||
  1020. material.envMap ) {
  1021. const uCamPos = p_uniforms.map.cameraPosition;
  1022. if ( uCamPos !== undefined ) {
  1023. uCamPos.setValue( _gl,
  1024. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  1025. }
  1026. }
  1027. if ( material.isMeshPhongMaterial ||
  1028. material.isMeshToonMaterial ||
  1029. material.isMeshLambertMaterial ||
  1030. material.isMeshBasicMaterial ||
  1031. material.isMeshStandardMaterial ||
  1032. material.isShaderMaterial ) {
  1033. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  1034. }
  1035. if ( material.isMeshPhongMaterial ||
  1036. material.isMeshToonMaterial ||
  1037. material.isMeshLambertMaterial ||
  1038. material.isMeshBasicMaterial ||
  1039. material.isMeshStandardMaterial ||
  1040. material.isShaderMaterial ||
  1041. material.isShadowMaterial ||
  1042. material.skinning ) {
  1043. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  1044. }
  1045. }
  1046. // skinning uniforms must be set even if material didn't change
  1047. // auto-setting of texture unit for bone texture must go before other textures
  1048. // otherwise textures used for skinning can take over texture units reserved for other material textures
  1049. if ( material.skinning ) {
  1050. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  1051. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  1052. const skeleton = object.skeleton;
  1053. if ( skeleton ) {
  1054. const bones = skeleton.bones;
  1055. if ( capabilities.floatVertexTextures ) {
  1056. if ( skeleton.boneTexture === undefined ) {
  1057. // layout (1 matrix = 4 pixels)
  1058. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  1059. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  1060. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  1061. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  1062. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  1063. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  1064. size = MathUtils.ceilPowerOfTwo( size );
  1065. size = Math.max( size, 4 );
  1066. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  1067. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  1068. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  1069. skeleton.boneMatrices = boneMatrices;
  1070. skeleton.boneTexture = boneTexture;
  1071. skeleton.boneTextureSize = size;
  1072. }
  1073. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  1074. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  1075. } else {
  1076. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  1077. }
  1078. }
  1079. }
  1080. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  1081. materialProperties.receiveShadow = object.receiveShadow;
  1082. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  1083. }
  1084. if ( refreshMaterial ) {
  1085. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  1086. if ( materialProperties.needsLights ) {
  1087. // the current material requires lighting info
  1088. // note: all lighting uniforms are always set correctly
  1089. // they simply reference the renderer's state for their
  1090. // values
  1091. //
  1092. // use the current material's .needsUpdate flags to set
  1093. // the GL state when required
  1094. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1095. }
  1096. // refresh uniforms common to several materials
  1097. if ( fog && material.fog ) {
  1098. materials.refreshFogUniforms( m_uniforms, fog );
  1099. }
  1100. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  1101. // RectAreaLight Texture
  1102. // TODO (mrdoob): Find a nicer implementation
  1103. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  1104. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  1105. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1106. }
  1107. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  1108. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1109. material.uniformsNeedUpdate = false;
  1110. }
  1111. if ( material.isSpriteMaterial ) {
  1112. p_uniforms.setValue( _gl, 'center', object.center );
  1113. }
  1114. // common matrices
  1115. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1116. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1117. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1118. return program;
  1119. }
  1120. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1121. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1122. uniforms.ambientLightColor.needsUpdate = value;
  1123. uniforms.lightProbe.needsUpdate = value;
  1124. uniforms.directionalLights.needsUpdate = value;
  1125. uniforms.directionalLightShadows.needsUpdate = value;
  1126. uniforms.pointLights.needsUpdate = value;
  1127. uniforms.pointLightShadows.needsUpdate = value;
  1128. uniforms.spotLights.needsUpdate = value;
  1129. uniforms.spotLightShadows.needsUpdate = value;
  1130. uniforms.rectAreaLights.needsUpdate = value;
  1131. uniforms.hemisphereLights.needsUpdate = value;
  1132. }
  1133. function materialNeedsLights( material ) {
  1134. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1135. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1136. ( material.isShaderMaterial && material.lights === true );
  1137. }
  1138. //
  1139. this.setFramebuffer = function ( value ) {
  1140. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1141. _framebuffer = value;
  1142. };
  1143. this.getActiveCubeFace = function () {
  1144. return _currentActiveCubeFace;
  1145. };
  1146. this.getActiveMipmapLevel = function () {
  1147. return _currentActiveMipmapLevel;
  1148. };
  1149. this.getRenderTarget = function () {
  1150. return _currentRenderTarget;
  1151. };
  1152. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  1153. _currentRenderTarget = renderTarget;
  1154. _currentActiveCubeFace = activeCubeFace;
  1155. _currentActiveMipmapLevel = activeMipmapLevel;
  1156. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1157. textures.setupRenderTarget( renderTarget );
  1158. }
  1159. let framebuffer = _framebuffer;
  1160. let isCube = false;
  1161. if ( renderTarget ) {
  1162. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1163. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1164. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  1165. isCube = true;
  1166. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1167. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1168. } else {
  1169. framebuffer = __webglFramebuffer;
  1170. }
  1171. _currentViewport.copy( renderTarget.viewport );
  1172. _currentScissor.copy( renderTarget.scissor );
  1173. _currentScissorTest = renderTarget.scissorTest;
  1174. } else {
  1175. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1176. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1177. _currentScissorTest = _scissorTest;
  1178. }
  1179. if ( _currentFramebuffer !== framebuffer ) {
  1180. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1181. _currentFramebuffer = framebuffer;
  1182. }
  1183. state.viewport( _currentViewport );
  1184. state.scissor( _currentScissor );
  1185. state.setScissorTest( _currentScissorTest );
  1186. if ( isCube ) {
  1187. const textureProperties = properties.get( renderTarget.texture );
  1188. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  1189. }
  1190. };
  1191. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1192. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1193. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1194. return;
  1195. }
  1196. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1197. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1198. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1199. }
  1200. if ( framebuffer ) {
  1201. let restore = false;
  1202. if ( framebuffer !== _currentFramebuffer ) {
  1203. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1204. restore = true;
  1205. }
  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. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1215. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1216. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  1217. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1218. return;
  1219. }
  1220. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1221. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1222. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1223. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1224. }
  1225. } else {
  1226. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1227. }
  1228. } finally {
  1229. if ( restore ) {
  1230. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1231. }
  1232. }
  1233. }
  1234. };
  1235. this.copyFramebufferToTexture = function ( position, texture, level ) {
  1236. if ( level === undefined ) 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. const glFormat = utils.convert( texture.format );
  1241. textures.setTexture2D( texture, 0 );
  1242. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1243. state.unbindTexture();
  1244. };
  1245. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  1246. if ( level === undefined ) level = 0;
  1247. const width = srcTexture.image.width;
  1248. const height = srcTexture.image.height;
  1249. const glFormat = utils.convert( dstTexture.format );
  1250. const glType = utils.convert( dstTexture.type );
  1251. textures.setTexture2D( dstTexture, 0 );
  1252. if ( srcTexture.isDataTexture ) {
  1253. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1254. } else {
  1255. if ( srcTexture.isCompressedTexture ) {
  1256. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1257. } else {
  1258. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1259. }
  1260. }
  1261. // Generate mipmaps only when copying level 0
  1262. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1263. state.unbindTexture();
  1264. };
  1265. this.initTexture = function ( texture ) {
  1266. textures.setTexture2D( texture, 0 );
  1267. state.unbindTexture();
  1268. };
  1269. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1270. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1271. }
  1272. }
  1273. export { WebGLRenderer };
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