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. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  191. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  192. info = new WebGLInfo( _gl );
  193. properties = new WebGLProperties();
  194. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  195. cubemaps = new WebGLCubeMaps( _this );
  196. attributes = new WebGLAttributes( _gl, capabilities );
  197. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  198. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  199. objects = new WebGLObjects( _gl, geometries, attributes, info );
  200. morphtargets = new WebGLMorphtargets( _gl );
  201. clipping = new WebGLClipping( properties );
  202. programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
  203. materials = new WebGLMaterials( properties );
  204. renderLists = new WebGLRenderLists( properties );
  205. renderStates = new WebGLRenderStates( extensions, capabilities );
  206. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  207. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  208. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  209. info.programs = programCache.programs;
  210. _this.capabilities = capabilities;
  211. _this.extensions = extensions;
  212. _this.properties = properties;
  213. _this.renderLists = renderLists;
  214. _this.state = state;
  215. _this.info = info;
  216. }
  217. initGLContext();
  218. // xr
  219. const xr = new WebXRManager( _this, _gl );
  220. this.xr = xr;
  221. // shadow map
  222. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  223. this.shadowMap = shadowMap;
  224. // API
  225. this.getContext = function () {
  226. return _gl;
  227. };
  228. this.getContextAttributes = function () {
  229. return _gl.getContextAttributes();
  230. };
  231. this.forceContextLoss = function () {
  232. const extension = extensions.get( 'WEBGL_lose_context' );
  233. if ( extension ) extension.loseContext();
  234. };
  235. this.forceContextRestore = function () {
  236. const extension = extensions.get( 'WEBGL_lose_context' );
  237. if ( extension ) extension.restoreContext();
  238. };
  239. this.getPixelRatio = function () {
  240. return _pixelRatio;
  241. };
  242. this.setPixelRatio = function ( value ) {
  243. if ( value === undefined ) return;
  244. _pixelRatio = value;
  245. this.setSize( _width, _height, false );
  246. };
  247. this.getSize = function ( target ) {
  248. if ( target === undefined ) {
  249. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  250. target = new Vector2();
  251. }
  252. return target.set( _width, _height );
  253. };
  254. this.setSize = function ( width, height, updateStyle ) {
  255. if ( xr.isPresenting ) {
  256. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  257. return;
  258. }
  259. _width = width;
  260. _height = height;
  261. _canvas.width = Math.floor( width * _pixelRatio );
  262. _canvas.height = Math.floor( height * _pixelRatio );
  263. if ( updateStyle !== false ) {
  264. _canvas.style.width = width + 'px';
  265. _canvas.style.height = height + 'px';
  266. }
  267. this.setViewport( 0, 0, width, height );
  268. };
  269. this.getDrawingBufferSize = function ( target ) {
  270. if ( target === undefined ) {
  271. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  272. target = new Vector2();
  273. }
  274. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  275. };
  276. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  277. _width = width;
  278. _height = height;
  279. _pixelRatio = pixelRatio;
  280. _canvas.width = Math.floor( width * pixelRatio );
  281. _canvas.height = Math.floor( height * pixelRatio );
  282. this.setViewport( 0, 0, width, height );
  283. };
  284. this.getCurrentViewport = function ( target ) {
  285. if ( target === undefined ) {
  286. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  287. target = new Vector4();
  288. }
  289. return target.copy( _currentViewport );
  290. };
  291. this.getViewport = function ( target ) {
  292. return target.copy( _viewport );
  293. };
  294. this.setViewport = function ( x, y, width, height ) {
  295. if ( x.isVector4 ) {
  296. _viewport.set( x.x, x.y, x.z, x.w );
  297. } else {
  298. _viewport.set( x, y, width, height );
  299. }
  300. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  301. };
  302. this.getScissor = function ( target ) {
  303. return target.copy( _scissor );
  304. };
  305. this.setScissor = function ( x, y, width, height ) {
  306. if ( x.isVector4 ) {
  307. _scissor.set( x.x, x.y, x.z, x.w );
  308. } else {
  309. _scissor.set( x, y, width, height );
  310. }
  311. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  312. };
  313. this.getScissorTest = function () {
  314. return _scissorTest;
  315. };
  316. this.setScissorTest = function ( boolean ) {
  317. state.setScissorTest( _scissorTest = boolean );
  318. };
  319. this.setOpaqueSort = function ( method ) {
  320. _opaqueSort = method;
  321. };
  322. this.setTransparentSort = function ( method ) {
  323. _transparentSort = method;
  324. };
  325. // Clearing
  326. this.getClearColor = function ( target ) {
  327. if ( target === undefined ) {
  328. console.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );
  329. target = new Color();
  330. }
  331. return target.copy( background.getClearColor() );
  332. };
  333. this.setClearColor = function () {
  334. background.setClearColor.apply( background, arguments );
  335. };
  336. this.getClearAlpha = function () {
  337. return background.getClearAlpha();
  338. };
  339. this.setClearAlpha = function () {
  340. background.setClearAlpha.apply( background, arguments );
  341. };
  342. this.clear = function ( color, depth, stencil ) {
  343. let bits = 0;
  344. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  345. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  346. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  347. _gl.clear( bits );
  348. };
  349. this.clearColor = function () {
  350. this.clear( true, false, false );
  351. };
  352. this.clearDepth = function () {
  353. this.clear( false, true, false );
  354. };
  355. this.clearStencil = function () {
  356. this.clear( false, false, true );
  357. };
  358. //
  359. this.dispose = function () {
  360. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  361. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  362. renderLists.dispose();
  363. renderStates.dispose();
  364. properties.dispose();
  365. cubemaps.dispose();
  366. objects.dispose();
  367. bindingStates.dispose();
  368. xr.dispose();
  369. animation.stop();
  370. };
  371. // Events
  372. function onContextLost( event ) {
  373. event.preventDefault();
  374. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  375. _isContextLost = true;
  376. }
  377. function onContextRestore( /* event */ ) {
  378. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  379. _isContextLost = false;
  380. initGLContext();
  381. }
  382. function onMaterialDispose( event ) {
  383. const material = event.target;
  384. material.removeEventListener( 'dispose', onMaterialDispose );
  385. deallocateMaterial( material );
  386. }
  387. // Buffer deallocation
  388. function deallocateMaterial( material ) {
  389. releaseMaterialProgramReference( material );
  390. properties.remove( material );
  391. }
  392. function releaseMaterialProgramReference( material ) {
  393. const programInfo = properties.get( material ).program;
  394. if ( programInfo !== undefined ) {
  395. programCache.releaseProgram( programInfo );
  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. const compiled = new WeakMap();
  528. scene.traverse( function ( object ) {
  529. const material = object.material;
  530. if ( material ) {
  531. if ( Array.isArray( material ) ) {
  532. for ( let i = 0; i < material.length; i ++ ) {
  533. const material2 = material[ i ];
  534. if ( compiled.has( material2 ) === false ) {
  535. initMaterial( material2, scene, object );
  536. compiled.set( material2 );
  537. }
  538. }
  539. } else if ( compiled.has( material ) === false ) {
  540. initMaterial( material, scene, object );
  541. compiled.set( material );
  542. }
  543. }
  544. } );
  545. };
  546. // Animation Loop
  547. let onAnimationFrameCallback = null;
  548. function onAnimationFrame( time ) {
  549. if ( xr.isPresenting ) return;
  550. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  551. }
  552. const animation = new WebGLAnimation();
  553. animation.setAnimationLoop( onAnimationFrame );
  554. if ( typeof window !== 'undefined' ) animation.setContext( window );
  555. this.setAnimationLoop = function ( callback ) {
  556. onAnimationFrameCallback = callback;
  557. xr.setAnimationLoop( callback );
  558. ( callback === null ) ? animation.stop() : animation.start();
  559. };
  560. // Rendering
  561. this.render = function ( scene, camera ) {
  562. let renderTarget, forceClear;
  563. if ( arguments[ 2 ] !== undefined ) {
  564. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  565. renderTarget = arguments[ 2 ];
  566. }
  567. if ( arguments[ 3 ] !== undefined ) {
  568. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  569. forceClear = arguments[ 3 ];
  570. }
  571. if ( camera !== undefined && camera.isCamera !== true ) {
  572. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  573. return;
  574. }
  575. if ( _isContextLost === true ) return;
  576. // reset caching for this frame
  577. bindingStates.resetDefaultState();
  578. _currentMaterialId = - 1;
  579. _currentCamera = null;
  580. // update scene graph
  581. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  582. // update camera matrices and frustum
  583. if ( camera.parent === null ) camera.updateMatrixWorld();
  584. if ( xr.enabled === true && xr.isPresenting === true ) {
  585. camera = xr.getCamera( camera );
  586. }
  587. //
  588. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  589. currentRenderState = renderStates.get( scene, renderStateStack.length );
  590. currentRenderState.init();
  591. renderStateStack.push( currentRenderState );
  592. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  593. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  594. _localClippingEnabled = this.localClippingEnabled;
  595. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  596. currentRenderList = renderLists.get( scene, renderListStack.length );
  597. currentRenderList.init();
  598. renderListStack.push( currentRenderList );
  599. projectObject( scene, camera, 0, _this.sortObjects );
  600. currentRenderList.finish();
  601. if ( _this.sortObjects === true ) {
  602. currentRenderList.sort( _opaqueSort, _transparentSort );
  603. }
  604. //
  605. if ( _clippingEnabled === true ) clipping.beginShadows();
  606. const shadowsArray = currentRenderState.state.shadowsArray;
  607. shadowMap.render( shadowsArray, scene, camera );
  608. currentRenderState.setupLights();
  609. currentRenderState.setupLightsView( camera );
  610. if ( _clippingEnabled === true ) clipping.endShadows();
  611. //
  612. if ( this.info.autoReset === true ) this.info.reset();
  613. if ( renderTarget !== undefined ) {
  614. this.setRenderTarget( renderTarget );
  615. }
  616. //
  617. background.render( currentRenderList, scene, camera, forceClear );
  618. // render scene
  619. const opaqueObjects = currentRenderList.opaque;
  620. const transparentObjects = currentRenderList.transparent;
  621. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  622. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  623. //
  624. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  625. //
  626. if ( _currentRenderTarget !== null ) {
  627. // Generate mipmap if we're using any kind of mipmap filtering
  628. textures.updateRenderTargetMipmap( _currentRenderTarget );
  629. // resolve multisample renderbuffers to a single-sample texture if necessary
  630. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  631. }
  632. // Ensure depth buffer writing is enabled so it can be cleared on next render
  633. state.buffers.depth.setTest( true );
  634. state.buffers.depth.setMask( true );
  635. state.buffers.color.setMask( true );
  636. state.setPolygonOffset( false );
  637. // _gl.finish();
  638. renderStateStack.pop();
  639. if ( renderStateStack.length > 0 ) {
  640. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  641. } else {
  642. currentRenderState = null;
  643. }
  644. renderListStack.pop();
  645. if ( renderListStack.length > 0 ) {
  646. currentRenderList = renderListStack[ renderListStack.length - 1 ];
  647. } else {
  648. currentRenderList = null;
  649. }
  650. };
  651. function projectObject( object, camera, groupOrder, sortObjects ) {
  652. if ( object.visible === false ) return;
  653. const visible = object.layers.test( camera.layers );
  654. if ( visible ) {
  655. if ( object.isGroup ) {
  656. groupOrder = object.renderOrder;
  657. } else if ( object.isLOD ) {
  658. if ( object.autoUpdate === true ) object.update( camera );
  659. } else if ( object.isLight ) {
  660. currentRenderState.pushLight( object );
  661. if ( object.castShadow ) {
  662. currentRenderState.pushShadow( object );
  663. }
  664. } else if ( object.isSprite ) {
  665. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  666. if ( sortObjects ) {
  667. _vector3.setFromMatrixPosition( object.matrixWorld )
  668. .applyMatrix4( _projScreenMatrix );
  669. }
  670. const geometry = objects.update( object );
  671. const material = object.material;
  672. if ( material.visible ) {
  673. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  674. }
  675. }
  676. } else if ( object.isImmediateRenderObject ) {
  677. if ( sortObjects ) {
  678. _vector3.setFromMatrixPosition( object.matrixWorld )
  679. .applyMatrix4( _projScreenMatrix );
  680. }
  681. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  682. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  683. if ( object.isSkinnedMesh ) {
  684. // update skeleton only once in a frame
  685. if ( object.skeleton.frame !== info.render.frame ) {
  686. object.skeleton.update();
  687. object.skeleton.frame = info.render.frame;
  688. }
  689. }
  690. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  691. if ( sortObjects ) {
  692. _vector3.setFromMatrixPosition( object.matrixWorld )
  693. .applyMatrix4( _projScreenMatrix );
  694. }
  695. const geometry = objects.update( object );
  696. const material = object.material;
  697. if ( Array.isArray( material ) ) {
  698. const groups = geometry.groups;
  699. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  700. const group = groups[ i ];
  701. const groupMaterial = material[ group.materialIndex ];
  702. if ( groupMaterial && groupMaterial.visible ) {
  703. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  704. }
  705. }
  706. } else if ( material.visible ) {
  707. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  708. }
  709. }
  710. }
  711. }
  712. const children = object.children;
  713. for ( let i = 0, l = children.length; i < l; i ++ ) {
  714. projectObject( children[ i ], camera, groupOrder, sortObjects );
  715. }
  716. }
  717. function renderObjects( renderList, scene, camera ) {
  718. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  719. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  720. const renderItem = renderList[ i ];
  721. const object = renderItem.object;
  722. const geometry = renderItem.geometry;
  723. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  724. const group = renderItem.group;
  725. if ( camera.isArrayCamera ) {
  726. const cameras = camera.cameras;
  727. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  728. const camera2 = cameras[ j ];
  729. if ( object.layers.test( camera2.layers ) ) {
  730. state.viewport( _currentViewport.copy( camera2.viewport ) );
  731. currentRenderState.setupLightsView( camera2 );
  732. renderObject( object, scene, camera2, geometry, material, group );
  733. }
  734. }
  735. } else {
  736. renderObject( object, scene, camera, geometry, material, group );
  737. }
  738. }
  739. }
  740. function renderObject( object, scene, camera, geometry, material, group ) {
  741. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  742. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  743. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  744. if ( object.isImmediateRenderObject ) {
  745. const program = setProgram( camera, scene, material, object );
  746. state.setMaterial( material );
  747. bindingStates.reset();
  748. renderObjectImmediate( object, program );
  749. } else {
  750. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  751. }
  752. object.onAfterRender( _this, scene, camera, geometry, material, group );
  753. }
  754. function initMaterial( material, scene, object ) {
  755. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  756. const materialProperties = properties.get( material );
  757. const lights = currentRenderState.state.lights;
  758. const shadowsArray = currentRenderState.state.shadowsArray;
  759. const lightsStateVersion = lights.state.version;
  760. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  761. const programCacheKey = programCache.getProgramCacheKey( parameters );
  762. let program = materialProperties.program;
  763. let programChange = true;
  764. // always update environment and fog - changing these trigger an initMaterial call, but it's possible that the program doesn't change
  765. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  766. materialProperties.fog = scene.fog;
  767. materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
  768. if ( program === undefined ) {
  769. // new material
  770. material.addEventListener( 'dispose', onMaterialDispose );
  771. } else if ( program.cacheKey !== programCacheKey ) {
  772. // changed glsl or parameters
  773. releaseMaterialProgramReference( material );
  774. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  775. programChange = false;
  776. } else if ( parameters.shaderID !== undefined ) {
  777. // same glsl and uniform list
  778. return;
  779. } else {
  780. // only rebuild uniform list
  781. programChange = false;
  782. }
  783. if ( programChange ) {
  784. parameters.uniforms = programCache.getUniforms( material );
  785. material.onBeforeCompile( parameters, _this );
  786. program = programCache.acquireProgram( parameters, programCacheKey );
  787. materialProperties.program = program;
  788. materialProperties.uniforms = parameters.uniforms;
  789. materialProperties.outputEncoding = parameters.outputEncoding;
  790. }
  791. const uniforms = materialProperties.uniforms;
  792. if ( ! material.isShaderMaterial &&
  793. ! material.isRawShaderMaterial ||
  794. material.clipping === true ) {
  795. materialProperties.numClippingPlanes = clipping.numPlanes;
  796. materialProperties.numIntersection = clipping.numIntersection;
  797. uniforms.clippingPlanes = clipping.uniform;
  798. }
  799. // store the light setup it was created for
  800. materialProperties.needsLights = materialNeedsLights( material );
  801. materialProperties.lightsStateVersion = lightsStateVersion;
  802. if ( materialProperties.needsLights ) {
  803. // wire up the material to this renderer's lighting state
  804. uniforms.ambientLightColor.value = lights.state.ambient;
  805. uniforms.lightProbe.value = lights.state.probe;
  806. uniforms.directionalLights.value = lights.state.directional;
  807. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  808. uniforms.spotLights.value = lights.state.spot;
  809. uniforms.spotLightShadows.value = lights.state.spotShadow;
  810. uniforms.rectAreaLights.value = lights.state.rectArea;
  811. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  812. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  813. uniforms.pointLights.value = lights.state.point;
  814. uniforms.pointLightShadows.value = lights.state.pointShadow;
  815. uniforms.hemisphereLights.value = lights.state.hemi;
  816. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  817. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  818. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  819. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  820. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  821. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  822. // TODO (abelnation): add area lights shadow info to uniforms
  823. }
  824. const progUniforms = materialProperties.program.getUniforms();
  825. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  826. materialProperties.uniformsList = uniformsList;
  827. }
  828. function setProgram( camera, scene, material, object ) {
  829. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  830. textures.resetTextureUnits();
  831. const fog = scene.fog;
  832. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  833. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  834. const envMap = cubemaps.get( material.envMap || environment );
  835. const materialProperties = properties.get( material );
  836. const lights = currentRenderState.state.lights;
  837. if ( _clippingEnabled === true ) {
  838. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  839. const useCache =
  840. camera === _currentCamera &&
  841. material.id === _currentMaterialId;
  842. // we might want to call this function with some ClippingGroup
  843. // object instead of the material, once it becomes feasible
  844. // (#8465, #8379)
  845. clipping.setState( material, camera, useCache );
  846. }
  847. }
  848. if ( material.version === materialProperties.__version ) {
  849. if ( material.fog && materialProperties.fog !== fog ) {
  850. initMaterial( material, scene, object );
  851. } else if ( materialProperties.environment !== environment ) {
  852. initMaterial( material, scene, object );
  853. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  854. initMaterial( material, scene, object );
  855. } else if ( materialProperties.numClippingPlanes !== undefined &&
  856. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  857. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  858. initMaterial( material, scene, object );
  859. } else if ( materialProperties.outputEncoding !== encoding ) {
  860. initMaterial( material, scene, object );
  861. } else if ( materialProperties.envMap !== envMap ) {
  862. initMaterial( material, scene, object );
  863. }
  864. } else {
  865. initMaterial( material, scene, object );
  866. materialProperties.__version = material.version;
  867. }
  868. let refreshProgram = false;
  869. let refreshMaterial = false;
  870. let refreshLights = false;
  871. const program = materialProperties.program,
  872. p_uniforms = program.getUniforms(),
  873. m_uniforms = materialProperties.uniforms;
  874. if ( state.useProgram( program.program ) ) {
  875. refreshProgram = true;
  876. refreshMaterial = true;
  877. refreshLights = true;
  878. }
  879. if ( material.id !== _currentMaterialId ) {
  880. _currentMaterialId = material.id;
  881. refreshMaterial = true;
  882. }
  883. if ( refreshProgram || _currentCamera !== camera ) {
  884. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  885. if ( capabilities.logarithmicDepthBuffer ) {
  886. p_uniforms.setValue( _gl, 'logDepthBufFC',
  887. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  888. }
  889. if ( _currentCamera !== camera ) {
  890. _currentCamera = camera;
  891. // lighting uniforms depend on the camera so enforce an update
  892. // now, in case this material supports lights - or later, when
  893. // the next material that does gets activated:
  894. refreshMaterial = true; // set to true on material change
  895. refreshLights = true; // remains set until update done
  896. }
  897. // load material specific uniforms
  898. // (shader material also gets them for the sake of genericity)
  899. if ( material.isShaderMaterial ||
  900. material.isMeshPhongMaterial ||
  901. material.isMeshToonMaterial ||
  902. material.isMeshStandardMaterial ||
  903. material.envMap ) {
  904. const uCamPos = p_uniforms.map.cameraPosition;
  905. if ( uCamPos !== undefined ) {
  906. uCamPos.setValue( _gl,
  907. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  908. }
  909. }
  910. if ( material.isMeshPhongMaterial ||
  911. material.isMeshToonMaterial ||
  912. material.isMeshLambertMaterial ||
  913. material.isMeshBasicMaterial ||
  914. material.isMeshStandardMaterial ||
  915. material.isShaderMaterial ) {
  916. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  917. }
  918. if ( material.isMeshPhongMaterial ||
  919. material.isMeshToonMaterial ||
  920. material.isMeshLambertMaterial ||
  921. material.isMeshBasicMaterial ||
  922. material.isMeshStandardMaterial ||
  923. material.isShaderMaterial ||
  924. material.isShadowMaterial ||
  925. material.skinning ) {
  926. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  927. }
  928. }
  929. // skinning uniforms must be set even if material didn't change
  930. // auto-setting of texture unit for bone texture must go before other textures
  931. // otherwise textures used for skinning can take over texture units reserved for other material textures
  932. if ( material.skinning ) {
  933. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  934. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  935. const skeleton = object.skeleton;
  936. if ( skeleton ) {
  937. const bones = skeleton.bones;
  938. if ( capabilities.floatVertexTextures ) {
  939. if ( skeleton.boneTexture === null ) {
  940. // layout (1 matrix = 4 pixels)
  941. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  942. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  943. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  944. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  945. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  946. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  947. size = MathUtils.ceilPowerOfTwo( size );
  948. size = Math.max( size, 4 );
  949. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  950. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  951. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  952. skeleton.boneMatrices = boneMatrices;
  953. skeleton.boneTexture = boneTexture;
  954. skeleton.boneTextureSize = size;
  955. }
  956. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  957. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  958. } else {
  959. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  960. }
  961. }
  962. }
  963. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  964. materialProperties.receiveShadow = object.receiveShadow;
  965. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  966. }
  967. if ( refreshMaterial ) {
  968. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  969. if ( materialProperties.needsLights ) {
  970. // the current material requires lighting info
  971. // note: all lighting uniforms are always set correctly
  972. // they simply reference the renderer's state for their
  973. // values
  974. //
  975. // use the current material's .needsUpdate flags to set
  976. // the GL state when required
  977. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  978. }
  979. // refresh uniforms common to several materials
  980. if ( fog && material.fog ) {
  981. materials.refreshFogUniforms( m_uniforms, fog );
  982. }
  983. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );
  984. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  985. }
  986. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  987. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  988. material.uniformsNeedUpdate = false;
  989. }
  990. if ( material.isSpriteMaterial ) {
  991. p_uniforms.setValue( _gl, 'center', object.center );
  992. }
  993. // common matrices
  994. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  995. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  996. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  997. return program;
  998. }
  999. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1000. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1001. uniforms.ambientLightColor.needsUpdate = value;
  1002. uniforms.lightProbe.needsUpdate = value;
  1003. uniforms.directionalLights.needsUpdate = value;
  1004. uniforms.directionalLightShadows.needsUpdate = value;
  1005. uniforms.pointLights.needsUpdate = value;
  1006. uniforms.pointLightShadows.needsUpdate = value;
  1007. uniforms.spotLights.needsUpdate = value;
  1008. uniforms.spotLightShadows.needsUpdate = value;
  1009. uniforms.rectAreaLights.needsUpdate = value;
  1010. uniforms.hemisphereLights.needsUpdate = value;
  1011. }
  1012. function materialNeedsLights( material ) {
  1013. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1014. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1015. ( material.isShaderMaterial && material.lights === true );
  1016. }
  1017. //
  1018. this.setFramebuffer = function ( value ) {
  1019. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1020. _framebuffer = value;
  1021. };
  1022. this.getActiveCubeFace = function () {
  1023. return _currentActiveCubeFace;
  1024. };
  1025. this.getActiveMipmapLevel = function () {
  1026. return _currentActiveMipmapLevel;
  1027. };
  1028. this.getRenderTarget = function () {
  1029. return _currentRenderTarget;
  1030. };
  1031. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1032. _currentRenderTarget = renderTarget;
  1033. _currentActiveCubeFace = activeCubeFace;
  1034. _currentActiveMipmapLevel = activeMipmapLevel;
  1035. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1036. textures.setupRenderTarget( renderTarget );
  1037. }
  1038. let framebuffer = _framebuffer;
  1039. let isCube = false;
  1040. let isRenderTarget3D = false;
  1041. if ( renderTarget ) {
  1042. const texture = renderTarget.texture;
  1043. if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
  1044. isRenderTarget3D = true;
  1045. }
  1046. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1047. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1048. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1049. isCube = true;
  1050. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1051. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1052. } else {
  1053. framebuffer = __webglFramebuffer;
  1054. }
  1055. _currentViewport.copy( renderTarget.viewport );
  1056. _currentScissor.copy( renderTarget.scissor );
  1057. _currentScissorTest = renderTarget.scissorTest;
  1058. } else {
  1059. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1060. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1061. _currentScissorTest = _scissorTest;
  1062. }
  1063. if ( _currentFramebuffer !== framebuffer ) {
  1064. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1065. _currentFramebuffer = framebuffer;
  1066. }
  1067. state.viewport( _currentViewport );
  1068. state.scissor( _currentScissor );
  1069. state.setScissorTest( _currentScissorTest );
  1070. if ( isCube ) {
  1071. const textureProperties = properties.get( renderTarget.texture );
  1072. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1073. } else if ( isRenderTarget3D ) {
  1074. const textureProperties = properties.get( renderTarget.texture );
  1075. const layer = activeCubeFace || 0;
  1076. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1077. }
  1078. };
  1079. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1080. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1081. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1082. return;
  1083. }
  1084. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1085. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1086. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1087. }
  1088. if ( framebuffer ) {
  1089. let restore = false;
  1090. if ( framebuffer !== _currentFramebuffer ) {
  1091. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1092. restore = true;
  1093. }
  1094. try {
  1095. const texture = renderTarget.texture;
  1096. const textureFormat = texture.format;
  1097. const textureType = texture.type;
  1098. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1099. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1100. return;
  1101. }
  1102. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1103. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1104. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1105. ! halfFloatSupportedByExt ) {
  1106. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1107. return;
  1108. }
  1109. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1110. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1111. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1112. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1113. }
  1114. } else {
  1115. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1116. }
  1117. } finally {
  1118. if ( restore ) {
  1119. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1120. }
  1121. }
  1122. }
  1123. };
  1124. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1125. const levelScale = Math.pow( 2, - level );
  1126. const width = Math.floor( texture.image.width * levelScale );
  1127. const height = Math.floor( texture.image.height * levelScale );
  1128. const glFormat = utils.convert( texture.format );
  1129. textures.setTexture2D( texture, 0 );
  1130. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1131. state.unbindTexture();
  1132. };
  1133. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1134. const width = srcTexture.image.width;
  1135. const height = srcTexture.image.height;
  1136. const glFormat = utils.convert( dstTexture.format );
  1137. const glType = utils.convert( dstTexture.type );
  1138. textures.setTexture2D( dstTexture, 0 );
  1139. // As another texture upload may have changed pixelStorei
  1140. // parameters, make sure they are correct for the dstTexture
  1141. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1142. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1143. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1144. if ( srcTexture.isDataTexture ) {
  1145. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1146. } else {
  1147. if ( srcTexture.isCompressedTexture ) {
  1148. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1149. } else {
  1150. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1151. }
  1152. }
  1153. // Generate mipmaps only when copying level 0
  1154. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1155. state.unbindTexture();
  1156. };
  1157. this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
  1158. if ( _this.isWebGL1Renderer ) {
  1159. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  1160. return;
  1161. }
  1162. const { width, height, data } = srcTexture.image;
  1163. const glFormat = utils.convert( dstTexture.format );
  1164. const glType = utils.convert( dstTexture.type );
  1165. let glTarget;
  1166. if ( dstTexture.isDataTexture3D ) {
  1167. textures.setTexture3D( dstTexture, 0 );
  1168. glTarget = _gl.TEXTURE_3D;
  1169. } else if ( dstTexture.isDataTexture2DArray ) {
  1170. textures.setTexture2DArray( dstTexture, 0 );
  1171. glTarget = _gl.TEXTURE_2D_ARRAY;
  1172. } else {
  1173. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1174. return;
  1175. }
  1176. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1177. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1178. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1179. const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  1180. const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  1181. const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  1182. const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  1183. const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
  1184. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, width );
  1185. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, height );
  1186. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  1187. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  1188. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
  1189. _gl.texSubImage3D(
  1190. glTarget,
  1191. level,
  1192. position.x,
  1193. position.y,
  1194. position.z,
  1195. sourceBox.max.x - sourceBox.min.x + 1,
  1196. sourceBox.max.y - sourceBox.min.y + 1,
  1197. sourceBox.max.z - sourceBox.min.z + 1,
  1198. glFormat,
  1199. glType,
  1200. data
  1201. );
  1202. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  1203. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  1204. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  1205. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  1206. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
  1207. // Generate mipmaps only when copying level 0
  1208. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
  1209. state.unbindTexture();
  1210. };
  1211. this.initTexture = function ( texture ) {
  1212. textures.setTexture2D( texture, 0 );
  1213. state.unbindTexture();
  1214. };
  1215. this.resetState = function () {
  1216. state.reset();
  1217. bindingStates.reset();
  1218. };
  1219. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1220. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1221. }
  1222. }
  1223. export { WebGLRenderer };
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