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- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- * @author tschw
- */
- import {
- RGBAFormat,
- HalfFloatType,
- FloatType,
- UnsignedByteType,
- LinearEncoding,
- NoToneMapping
- } from '../constants.js';
- import { MathUtils } from '../math/MathUtils.js';
- import { DataTexture } from '../textures/DataTexture.js';
- import { Frustum } from '../math/Frustum.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { UniformsLib } from './shaders/UniformsLib.js';
- import { Vector2 } from '../math/Vector2.js';
- import { Vector3 } from '../math/Vector3.js';
- import { Vector4 } from '../math/Vector4.js';
- import { WebGLAnimation } from './webgl/WebGLAnimation.js';
- import { WebGLAttributes } from './webgl/WebGLAttributes.js';
- import { WebGLBackground } from './webgl/WebGLBackground.js';
- import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
- import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
- import { WebGLClipping } from './webgl/WebGLClipping.js';
- import { WebGLExtensions } from './webgl/WebGLExtensions.js';
- import { WebGLGeometries } from './webgl/WebGLGeometries.js';
- import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
- import { WebGLInfo } from './webgl/WebGLInfo.js';
- import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
- import { WebGLObjects } from './webgl/WebGLObjects.js';
- import { WebGLPrograms } from './webgl/WebGLPrograms.js';
- import { WebGLProperties } from './webgl/WebGLProperties.js';
- import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
- import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
- import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
- import { WebGLState } from './webgl/WebGLState.js';
- import { WebGLTextures } from './webgl/WebGLTextures.js';
- import { WebGLUniforms } from './webgl/WebGLUniforms.js';
- import { WebGLUtils } from './webgl/WebGLUtils.js';
- import { WebXRManager } from './webxr/WebXRManager.js';
- import { WebGLMaterials } from "./webgl/WebGLMaterials.js";
- function WebGLRenderer( parameters ) {
- parameters = parameters || {};
- const _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
- _context = parameters.context !== undefined ? parameters.context : null,
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
- let currentRenderList = null;
- let currentRenderState = null;
- // public properties
- this.domElement = _canvas;
- // Debug configuration container
- this.debug = {
- /**
- * Enables error checking and reporting when shader programs are being compiled
- * @type {boolean}
- */
- checkShaderErrors: true
- };
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- // user-defined clipping
- this.clippingPlanes = [];
- this.localClippingEnabled = false;
- // physically based shading
- this.gammaFactor = 2.0; // for backwards compatibility
- this.outputEncoding = LinearEncoding;
- // physical lights
- this.physicallyCorrectLights = false;
- // tone mapping
- this.toneMapping = NoToneMapping;
- this.toneMappingExposure = 1.0;
- // morphs
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
- // internal properties
- const _this = this;
- let _isContextLost = false;
- // internal state cache
- let _framebuffer = null;
- let _currentActiveCubeFace = 0;
- let _currentActiveMipmapLevel = 0;
- let _currentRenderTarget = null;
- let _currentFramebuffer = null;
- let _currentMaterialId = - 1;
- // geometry and program caching
- const _currentGeometryProgram = {
- geometry: null,
- program: null,
- wireframe: false
- };
- let _currentCamera = null;
- let _currentArrayCamera = null;
- const _currentViewport = new Vector4();
- const _currentScissor = new Vector4();
- let _currentScissorTest = null;
- //
- let _width = _canvas.width;
- let _height = _canvas.height;
- let _pixelRatio = 1;
- let _opaqueSort = null;
- let _transparentSort = null;
- const _viewport = new Vector4( 0, 0, _width, _height );
- const _scissor = new Vector4( 0, 0, _width, _height );
- let _scissorTest = false;
- // frustum
- const _frustum = new Frustum();
- // clipping
- const _clipping = new WebGLClipping();
- let _clippingEnabled = false;
- let _localClippingEnabled = false;
- // camera matrices cache
- const _projScreenMatrix = new Matrix4();
- const _vector3 = new Vector3();
- const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
- function getTargetPixelRatio() {
- return _currentRenderTarget === null ? _pixelRatio : 1;
- }
- // initialize
- let _gl;
- try {
- const contextAttributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer,
- powerPreference: _powerPreference,
- failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
- };
- // event listeners must be registered before WebGL context is created, see #12753
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
- _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
- _gl = _context || _canvas.getContext( 'webgl2', contextAttributes ) || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
- if ( _gl === null ) {
- if ( _canvas.getContext( 'webgl2' ) || _canvas.getContext( 'webgl' ) || _canvas.getContext( 'experimental-webgl' ) ) {
- throw new Error( 'Error creating WebGL context with your selected attributes.' );
- } else {
- throw new Error( 'Error creating WebGL context.' );
- }
- }
- // Some experimental-webgl implementations do not have getShaderPrecisionFormat
- if ( _gl.getShaderPrecisionFormat === undefined ) {
- _gl.getShaderPrecisionFormat = function () {
- return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
- };
- }
- } catch ( error ) {
- console.error( 'THREE.WebGLRenderer: ' + error.message );
- throw error;
- }
- let extensions, capabilities, state, info;
- let properties, textures, attributes, geometries, objects;
- let programCache, materials, renderLists, renderStates;
- let background, morphtargets, bufferRenderer, indexedBufferRenderer;
- let utils;
- function initGLContext() {
- extensions = new WebGLExtensions( _gl );
- capabilities = new WebGLCapabilities( _gl, extensions, parameters );
- if ( capabilities.isWebGL2 === false ) {
- extensions.get( 'WEBGL_depth_texture' );
- extensions.get( 'OES_texture_float' );
- extensions.get( 'OES_texture_half_float' );
- extensions.get( 'OES_texture_half_float_linear' );
- extensions.get( 'OES_standard_derivatives' );
- extensions.get( 'OES_element_index_uint' );
- extensions.get( 'ANGLE_instanced_arrays' );
- }
- extensions.get( 'OES_texture_float_linear' );
- utils = new WebGLUtils( _gl, extensions, capabilities );
- state = new WebGLState( _gl, extensions, capabilities );
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
- info = new WebGLInfo( _gl );
- properties = new WebGLProperties();
- textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
- attributes = new WebGLAttributes( _gl, capabilities );
- geometries = new WebGLGeometries( _gl, attributes, info );
- objects = new WebGLObjects( _gl, geometries, attributes, info );
- morphtargets = new WebGLMorphtargets( _gl );
- programCache = new WebGLPrograms( _this, extensions, capabilities );
- materials = new WebGLMaterials( properties );
- renderLists = new WebGLRenderLists();
- renderStates = new WebGLRenderStates();
- background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
- bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
- indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
- info.programs = programCache.programs;
- _this.capabilities = capabilities;
- _this.extensions = extensions;
- _this.properties = properties;
- _this.renderLists = renderLists;
- _this.state = state;
- _this.info = info;
- }
- initGLContext();
- // xr
- const xr = new WebXRManager( _this, _gl );
- this.xr = xr;
- // shadow map
- const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
- this.shadowMap = shadowMap;
- // API
- this.getContext = function () {
- return _gl;
- };
- this.getContextAttributes = function () {
- return _gl.getContextAttributes();
- };
- this.forceContextLoss = function () {
- const extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.loseContext();
- };
- this.forceContextRestore = function () {
- const extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.restoreContext();
- };
- this.getPixelRatio = function () {
- return _pixelRatio;
- };
- this.setPixelRatio = function ( value ) {
- if ( value === undefined ) return;
- _pixelRatio = value;
- this.setSize( _width, _height, false );
- };
- this.getSize = function ( target ) {
- if ( target === undefined ) {
- console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
- target = new Vector2();
- }
- return target.set( _width, _height );
- };
- this.setSize = function ( width, height, updateStyle ) {
- if ( xr.isPresenting ) {
- console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
- return;
- }
- _width = width;
- _height = height;
- _canvas.width = Math.floor( width * _pixelRatio );
- _canvas.height = Math.floor( height * _pixelRatio );
- if ( updateStyle !== false ) {
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
- }
- this.setViewport( 0, 0, width, height );
- };
- this.getDrawingBufferSize = function ( target ) {
- if ( target === undefined ) {
- console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
- target = new Vector2();
- }
- return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
- };
- this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
- _width = width;
- _height = height;
- _pixelRatio = pixelRatio;
- _canvas.width = Math.floor( width * pixelRatio );
- _canvas.height = Math.floor( height * pixelRatio );
- this.setViewport( 0, 0, width, height );
- };
- this.getCurrentViewport = function ( target ) {
- if ( target === undefined ) {
- console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
- target = new Vector4();
- }
- return target.copy( _currentViewport );
- };
- this.getViewport = function ( target ) {
- return target.copy( _viewport );
- };
- this.setViewport = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _viewport.set( x.x, x.y, x.z, x.w );
- } else {
- _viewport.set( x, y, width, height );
- }
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
- };
- this.getScissor = function ( target ) {
- return target.copy( _scissor );
- };
- this.setScissor = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _scissor.set( x.x, x.y, x.z, x.w );
- } else {
- _scissor.set( x, y, width, height );
- }
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
- };
- this.getScissorTest = function () {
- return _scissorTest;
- };
- this.setScissorTest = function ( boolean ) {
- state.setScissorTest( _scissorTest = boolean );
- };
- this.setOpaqueSort = function ( method ) {
- _opaqueSort = method;
- };
- this.setTransparentSort = function ( method ) {
- _transparentSort = method;
- };
- // Clearing
- this.getClearColor = function () {
- return background.getClearColor();
- };
- this.setClearColor = function () {
- background.setClearColor.apply( background, arguments );
- };
- this.getClearAlpha = function () {
- return background.getClearAlpha();
- };
- this.setClearAlpha = function () {
- background.setClearAlpha.apply( background, arguments );
- };
- this.clear = function ( color, depth, stencil ) {
- let bits = 0;
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
- _gl.clear( bits );
- };
- this.clearColor = function () {
- this.clear( true, false, false );
- };
- this.clearDepth = function () {
- this.clear( false, true, false );
- };
- this.clearStencil = function () {
- this.clear( false, false, true );
- };
- //
- this.dispose = function () {
- _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
- _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
- renderLists.dispose();
- renderStates.dispose();
- properties.dispose();
- objects.dispose();
- xr.dispose();
- animation.stop();
- };
- // Events
- function onContextLost( event ) {
- event.preventDefault();
- console.log( 'THREE.WebGLRenderer: Context Lost.' );
- _isContextLost = true;
- }
- function onContextRestore( /* event */ ) {
- console.log( 'THREE.WebGLRenderer: Context Restored.' );
- _isContextLost = false;
- initGLContext();
- }
- function onMaterialDispose( event ) {
- const material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- deallocateMaterial( material );
- }
- // Buffer deallocation
- function deallocateMaterial( material ) {
- releaseMaterialProgramReference( material );
- properties.remove( material );
- }
- function releaseMaterialProgramReference( material ) {
- const programInfo = properties.get( material ).program;
- material.program = undefined;
- if ( programInfo !== undefined ) {
- programCache.releaseProgram( programInfo );
- }
- }
- // Buffer rendering
- function renderObjectImmediate( object, program ) {
- object.render( function ( object ) {
- _this.renderBufferImmediate( object, program );
- } );
- }
- this.renderBufferImmediate = function ( object, program ) {
- state.initAttributes();
- const buffers = properties.get( object );
- if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
- if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
- if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
- if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
- const programAttributes = program.getAttributes();
- if ( object.hasPositions ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.position );
- _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.normal );
- _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasUvs ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.uv );
- _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasColors ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
- state.enableAttribute( programAttributes.color );
- _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- state.disableUnusedAttributes();
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
- if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
- const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
- const program = setProgram( camera, scene, material, object );
- state.setMaterial( material, frontFaceCW );
- let updateBuffers = false;
- if ( _currentGeometryProgram.geometry !== geometry.id ||
- _currentGeometryProgram.program !== program.id ||
- _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
- _currentGeometryProgram.geometry = geometry.id;
- _currentGeometryProgram.program = program.id;
- _currentGeometryProgram.wireframe = material.wireframe === true;
- updateBuffers = true;
- }
- if ( material.morphTargets || material.morphNormals ) {
- morphtargets.update( object, geometry, material, program );
- updateBuffers = true;
- }
- if ( object.isInstancedMesh === true ) {
- updateBuffers = true;
- }
- //
- let index = geometry.index;
- const position = geometry.attributes.position;
- //
- if ( index === null ) {
- if ( position === undefined || position.count === 0 ) return;
- } else if ( index.count === 0 ) {
- return;
- }
- //
- let rangeFactor = 1;
- if ( material.wireframe === true ) {
- index = geometries.getWireframeAttribute( geometry );
- rangeFactor = 2;
- }
- let attribute;
- let renderer = bufferRenderer;
- if ( index !== null ) {
- attribute = attributes.get( index );
- renderer = indexedBufferRenderer;
- renderer.setIndex( attribute );
- }
- if ( updateBuffers ) {
- setupVertexAttributes( object, geometry, material, program );
- if ( index !== null ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
- }
- }
- //
- const dataCount = ( index !== null ) ? index.count : position.count;
- const rangeStart = geometry.drawRange.start * rangeFactor;
- const rangeCount = geometry.drawRange.count * rangeFactor;
- const groupStart = group !== null ? group.start * rangeFactor : 0;
- const groupCount = group !== null ? group.count * rangeFactor : Infinity;
- const drawStart = Math.max( rangeStart, groupStart );
- const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
- const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
- if ( drawCount === 0 ) return;
- //
- if ( object.isMesh ) {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
- renderer.setMode( _gl.LINES );
- } else {
- renderer.setMode( _gl.TRIANGLES );
- }
- } else if ( object.isLine ) {
- let lineWidth = material.linewidth;
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
- if ( object.isLineSegments ) {
- renderer.setMode( _gl.LINES );
- } else if ( object.isLineLoop ) {
- renderer.setMode( _gl.LINE_LOOP );
- } else {
- renderer.setMode( _gl.LINE_STRIP );
- }
- } else if ( object.isPoints ) {
- renderer.setMode( _gl.POINTS );
- } else if ( object.isSprite ) {
- renderer.setMode( _gl.TRIANGLES );
- }
- if ( object.isInstancedMesh ) {
- renderer.renderInstances( geometry, drawStart, drawCount, object.count );
- } else if ( geometry.isInstancedBufferGeometry ) {
- const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
- renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
- } else {
- renderer.render( drawStart, drawCount );
- }
- };
- function setupVertexAttributes( object, geometry, material, program ) {
- if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
- if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
- }
- state.initAttributes();
- const geometryAttributes = geometry.attributes;
- const programAttributes = program.getAttributes();
- const materialDefaultAttributeValues = material.defaultAttributeValues;
- for ( const name in programAttributes ) {
- const programAttribute = programAttributes[ name ];
- if ( programAttribute >= 0 ) {
- const geometryAttribute = geometryAttributes[ name ];
- if ( geometryAttribute !== undefined ) {
- const normalized = geometryAttribute.normalized;
- const size = geometryAttribute.itemSize;
- const attribute = attributes.get( geometryAttribute );
- // TODO Attribute may not be available on context restore
- if ( attribute === undefined ) continue;
- const buffer = attribute.buffer;
- const type = attribute.type;
- const bytesPerElement = attribute.bytesPerElement;
- if ( geometryAttribute.isInterleavedBufferAttribute ) {
- const data = geometryAttribute.data;
- const stride = data.stride;
- const offset = geometryAttribute.offset;
- if ( data && data.isInstancedInterleavedBuffer ) {
- state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
- if ( geometry._maxInstanceCount === undefined ) {
- geometry._maxInstanceCount = data.meshPerAttribute * data.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
- } else {
- if ( geometryAttribute.isInstancedBufferAttribute ) {
- state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
- if ( geometry._maxInstanceCount === undefined ) {
- geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
- }
- } else {
- state.enableAttribute( programAttribute );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
- }
- } else if ( name === 'instanceMatrix' ) {
- const attribute = attributes.get( object.instanceMatrix );
- // TODO Attribute may not be available on context restore
- if ( attribute === undefined ) continue;
- const buffer = attribute.buffer;
- const type = attribute.type;
- state.enableAttributeAndDivisor( programAttribute + 0, 1 );
- state.enableAttributeAndDivisor( programAttribute + 1, 1 );
- state.enableAttributeAndDivisor( programAttribute + 2, 1 );
- state.enableAttributeAndDivisor( programAttribute + 3, 1 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
- _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
- _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
- _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
- } else if ( materialDefaultAttributeValues !== undefined ) {
- const value = materialDefaultAttributeValues[ name ];
- if ( value !== undefined ) {
- switch ( value.length ) {
- case 2:
- _gl.vertexAttrib2fv( programAttribute, value );
- break;
- case 3:
- _gl.vertexAttrib3fv( programAttribute, value );
- break;
- case 4:
- _gl.vertexAttrib4fv( programAttribute, value );
- break;
- default:
- _gl.vertexAttrib1fv( programAttribute, value );
- }
- }
- }
- }
- }
- state.disableUnusedAttributes();
- }
- // Compile
- this.compile = function ( scene, camera ) {
- currentRenderState = renderStates.get( scene, camera );
- currentRenderState.init();
- scene.traverse( function ( object ) {
- if ( object.isLight ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- }
- } );
- currentRenderState.setupLights( camera );
- const compiled = new WeakMap();
- scene.traverse( function ( object ) {
- let material = object.material;
- if ( material ) {
- if ( Array.isArray( material ) ) {
- for ( let i = 0; i < material.length; i ++ ) {
- let material2 = material[ i ];
- if ( compiled.has( material2 ) === false ) {
- initMaterial( material2, scene, object );
- compiled.set( material2 );
- }
- }
- } else if ( compiled.has( material ) === false ) {
- initMaterial( material, scene, object );
- compiled.set( material );
- }
- }
- } );
- };
- // Animation Loop
- let onAnimationFrameCallback = null;
- function onAnimationFrame( time ) {
- if ( xr.isPresenting ) return;
- if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
- }
- const animation = new WebGLAnimation();
- animation.setAnimationLoop( onAnimationFrame );
- if ( typeof window !== 'undefined' ) animation.setContext( window );
- this.setAnimationLoop = function ( callback ) {
- onAnimationFrameCallback = callback;
- xr.setAnimationLoop( callback );
- animation.start();
- };
- // Rendering
- this.render = function ( scene, camera ) {
- let renderTarget, forceClear;
- if ( arguments[ 2 ] !== undefined ) {
- console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
- renderTarget = arguments[ 2 ];
- }
- if ( arguments[ 3 ] !== undefined ) {
- console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
- forceClear = arguments[ 3 ];
- }
- if ( camera !== undefined && camera.isCamera !== true ) {
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- if ( _isContextLost === true ) return;
- // reset caching for this frame
- _currentGeometryProgram.geometry = null;
- _currentGeometryProgram.program = null;
- _currentGeometryProgram.wireframe = false;
- _currentMaterialId = - 1;
- _currentCamera = null;
- // update scene graph
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( camera.parent === null ) camera.updateMatrixWorld();
- if ( xr.enabled === true && xr.isPresenting === true ) {
- camera = xr.getCamera( camera );
- }
- //
- if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
- currentRenderState = renderStates.get( scene, camera );
- currentRenderState.init();
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromProjectionMatrix( _projScreenMatrix );
- _localClippingEnabled = this.localClippingEnabled;
- _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
- currentRenderList = renderLists.get( scene, camera );
- currentRenderList.init();
- projectObject( scene, camera, 0, _this.sortObjects );
- currentRenderList.finish();
- if ( _this.sortObjects === true ) {
- currentRenderList.sort( _opaqueSort, _transparentSort );
- }
- //
- if ( _clippingEnabled === true ) _clipping.beginShadows();
- const shadowsArray = currentRenderState.state.shadowsArray;
- shadowMap.render( shadowsArray, scene, camera );
- currentRenderState.setupLights( camera );
- if ( _clippingEnabled === true ) _clipping.endShadows();
- //
- if ( this.info.autoReset === true ) this.info.reset();
- if ( renderTarget !== undefined ) {
- this.setRenderTarget( renderTarget );
- }
- //
- background.render( currentRenderList, scene, camera, forceClear );
- // render scene
- const opaqueObjects = currentRenderList.opaque;
- const transparentObjects = currentRenderList.transparent;
- if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
- if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
- //
- if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
- //
- if ( _currentRenderTarget !== null ) {
- // Generate mipmap if we're using any kind of mipmap filtering
- textures.updateRenderTargetMipmap( _currentRenderTarget );
- // resolve multisample renderbuffers to a single-sample texture if necessary
- textures.updateMultisampleRenderTarget( _currentRenderTarget );
- }
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- state.buffers.depth.setTest( true );
- state.buffers.depth.setMask( true );
- state.buffers.color.setMask( true );
- state.setPolygonOffset( false );
- // _gl.finish();
- currentRenderList = null;
- currentRenderState = null;
- };
- function projectObject( object, camera, groupOrder, sortObjects ) {
- if ( object.visible === false ) return;
- const visible = object.layers.test( camera.layers );
- if ( visible ) {
- if ( object.isGroup ) {
- groupOrder = object.renderOrder;
- } else if ( object.isLOD ) {
- if ( object.autoUpdate === true ) object.update( camera );
- } else if ( object.isLight ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- } else if ( object.isSprite ) {
- if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- const geometry = objects.update( object );
- const material = object.material;
- if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- } else if ( object.isImmediateRenderObject ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
- if ( object.isSkinnedMesh ) {
- // update skeleton only once in a frame
- if ( object.skeleton.frame !== info.render.frame ) {
- object.skeleton.update();
- object.skeleton.frame = info.render.frame;
- }
- }
- if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- const geometry = objects.update( object );
- const material = object.material;
- if ( Array.isArray( material ) ) {
- const groups = geometry.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- if ( groupMaterial && groupMaterial.visible ) {
- currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
- }
- }
- } else if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- }
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera, groupOrder, sortObjects );
- }
- }
- function renderObjects( renderList, scene, camera ) {
- const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
- for ( let i = 0, l = renderList.length; i < l; i ++ ) {
- const renderItem = renderList[ i ];
- const object = renderItem.object;
- const geometry = renderItem.geometry;
- const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
- const group = renderItem.group;
- if ( camera.isArrayCamera ) {
- _currentArrayCamera = camera;
- const cameras = camera.cameras;
- for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
- const camera2 = cameras[ j ];
- if ( object.layers.test( camera2.layers ) ) {
- state.viewport( _currentViewport.copy( camera2.viewport ) );
- currentRenderState.setupLights( camera2 );
- renderObject( object, scene, camera2, geometry, material, group );
- }
- }
- } else {
- _currentArrayCamera = null;
- renderObject( object, scene, camera, geometry, material, group );
- }
- }
- }
- function renderObject( object, scene, camera, geometry, material, group ) {
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
- currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- if ( object.isImmediateRenderObject ) {
- const program = setProgram( camera, scene, material, object );
- state.setMaterial( material );
- _currentGeometryProgram.geometry = null;
- _currentGeometryProgram.program = null;
- _currentGeometryProgram.wireframe = false;
- renderObjectImmediate( object, program );
- } else {
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
- }
- object.onAfterRender( _this, scene, camera, geometry, material, group );
- currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
- }
- function initMaterial( material, scene, object ) {
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
- const materialProperties = properties.get( material );
- const lights = currentRenderState.state.lights;
- const shadowsArray = currentRenderState.state.shadowsArray;
- const lightsStateVersion = lights.state.version;
- const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
- const programCacheKey = programCache.getProgramCacheKey( parameters );
- let program = materialProperties.program;
- let programChange = true;
- if ( program === undefined ) {
- // new material
- material.addEventListener( 'dispose', onMaterialDispose );
- } else if ( program.cacheKey !== programCacheKey ) {
- // changed glsl or parameters
- releaseMaterialProgramReference( material );
- } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
- materialProperties.lightsStateVersion = lightsStateVersion;
- programChange = false;
- } else if ( parameters.shaderID !== undefined ) {
- // same glsl and uniform list
- return;
- } else {
- // only rebuild uniform list
- programChange = false;
- }
- if ( programChange ) {
- program = programCache.acquireProgram( parameters, programCacheKey );
- materialProperties.program = program;
- materialProperties.uniforms = parameters.uniforms;
- materialProperties.outputEncoding = parameters.outputEncoding;
- material.program = program;
- }
- const programAttributes = program.getAttributes();
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- for ( let i = 0; i < _this.maxMorphTargets; i ++ ) {
- if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
- material.numSupportedMorphTargets ++;
- }
- }
- }
- if ( material.morphNormals ) {
- material.numSupportedMorphNormals = 0;
- for ( let i = 0; i < _this.maxMorphNormals; i ++ ) {
- if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
- material.numSupportedMorphNormals ++;
- }
- }
- }
- const uniforms = materialProperties.uniforms;
- if ( ! material.isShaderMaterial &&
- ! material.isRawShaderMaterial ||
- material.clipping === true ) {
- materialProperties.numClippingPlanes = _clipping.numPlanes;
- materialProperties.numIntersection = _clipping.numIntersection;
- uniforms.clippingPlanes = _clipping.uniform;
- }
- materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
- materialProperties.fog = scene.fog;
- // store the light setup it was created for
- materialProperties.needsLights = materialNeedsLights( material );
- materialProperties.lightsStateVersion = lightsStateVersion;
- if ( materialProperties.needsLights ) {
- // wire up the material to this renderer's lighting state
- uniforms.ambientLightColor.value = lights.state.ambient;
- uniforms.lightProbe.value = lights.state.probe;
- uniforms.directionalLights.value = lights.state.directional;
- uniforms.directionalLightShadows.value = lights.state.directionalShadow;
- uniforms.spotLights.value = lights.state.spot;
- uniforms.spotLightShadows.value = lights.state.spotShadow;
- uniforms.rectAreaLights.value = lights.state.rectArea;
- uniforms.pointLights.value = lights.state.point;
- uniforms.pointLightShadows.value = lights.state.pointShadow;
- uniforms.hemisphereLights.value = lights.state.hemi;
- uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
- uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
- uniforms.spotShadowMap.value = lights.state.spotShadowMap;
- uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
- uniforms.pointShadowMap.value = lights.state.pointShadowMap;
- uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
- // TODO (abelnation): add area lights shadow info to uniforms
- }
- const progUniforms = materialProperties.program.getUniforms(),
- uniformsList =
- WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
- materialProperties.uniformsList = uniformsList;
- }
- function setProgram( camera, scene, material, object ) {
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
- textures.resetTextureUnits();
- const fog = scene.fog;
- const environment = material.isMeshStandardMaterial ? scene.environment : null;
- const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
- const materialProperties = properties.get( material );
- const lights = currentRenderState.state.lights;
- if ( _clippingEnabled === true ) {
- if ( _localClippingEnabled === true || camera !== _currentCamera ) {
- const useCache =
- camera === _currentCamera &&
- material.id === _currentMaterialId;
- // we might want to call this function with some ClippingGroup
- // object instead of the material, once it becomes feasible
- // (#8465, #8379)
- _clipping.setState(
- material.clippingPlanes, material.clipIntersection, material.clipShadows,
- camera, materialProperties, useCache );
- }
- }
- if ( material.version === materialProperties.__version ) {
- if ( materialProperties.program === undefined ) {
- initMaterial( material, scene, object );
- } else if ( material.fog && materialProperties.fog !== fog ) {
- initMaterial( material, scene, object );
- } else if ( materialProperties.environment !== environment ) {
- initMaterial( material, scene, object );
- } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
- initMaterial( material, scene, object );
- } else if ( materialProperties.numClippingPlanes !== undefined &&
- ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
- materialProperties.numIntersection !== _clipping.numIntersection ) ) {
- initMaterial( material, scene, object );
- } else if ( materialProperties.outputEncoding !== encoding ) {
- initMaterial( material, scene, object );
- }
- } else {
- initMaterial( material, scene, object );
- materialProperties.__version = material.version;
- }
- let refreshProgram = false;
- let refreshMaterial = false;
- let refreshLights = false;
- const program = materialProperties.program,
- p_uniforms = program.getUniforms(),
- m_uniforms = materialProperties.uniforms;
- if ( state.useProgram( program.program ) ) {
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshProgram || _currentCamera !== camera ) {
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
- if ( capabilities.logarithmicDepthBuffer ) {
- p_uniforms.setValue( _gl, 'logDepthBufFC',
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
- }
- if ( _currentCamera !== camera ) {
- _currentCamera = camera;
- // lighting uniforms depend on the camera so enforce an update
- // now, in case this material supports lights - or later, when
- // the next material that does gets activated:
- refreshMaterial = true; // set to true on material change
- refreshLights = true; // remains set until update done
- }
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material.isShaderMaterial ||
- material.isMeshPhongMaterial ||
- material.isMeshToonMaterial ||
- material.isMeshStandardMaterial ||
- material.envMap ) {
- const uCamPos = p_uniforms.map.cameraPosition;
- if ( uCamPos !== undefined ) {
- uCamPos.setValue( _gl,
- _vector3.setFromMatrixPosition( camera.matrixWorld ) );
- }
- }
- if ( material.isMeshPhongMaterial ||
- material.isMeshToonMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ) {
- p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
- }
- if ( material.isMeshPhongMaterial ||
- material.isMeshToonMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ||
- material.skinning ) {
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
- }
- }
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // otherwise textures used for skinning can take over texture units reserved for other material textures
- if ( material.skinning ) {
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
- const skeleton = object.skeleton;
- if ( skeleton ) {
- const bones = skeleton.bones;
- if ( capabilities.floatVertexTextures ) {
- if ( skeleton.boneTexture === undefined ) {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
- let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = MathUtils.ceilPowerOfTwo( size );
- size = Math.max( size, 4 );
- const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
- boneMatrices.set( skeleton.boneMatrices ); // copy current values
- const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
- skeleton.boneMatrices = boneMatrices;
- skeleton.boneTexture = boneTexture;
- skeleton.boneTextureSize = size;
- }
- p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
- p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
- } else {
- p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
- }
- }
- }
- if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
- materialProperties.receiveShadow = object.receiveShadow;
- p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
- }
- if ( refreshMaterial ) {
- p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
- if ( materialProperties.needsLights ) {
- // the current material requires lighting info
- // note: all lighting uniforms are always set correctly
- // they simply reference the renderer's state for their
- // values
- //
- // use the current material's .needsUpdate flags to set
- // the GL state when required
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
- }
- // refresh uniforms common to several materials
- if ( fog && material.fog ) {
- materials.refreshFogUniforms( m_uniforms, fog );
- }
- materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
- // RectAreaLight Texture
- // TODO (mrdoob): Find a nicer implementation
- if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
- if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
- }
- if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
- material.uniformsNeedUpdate = false;
- }
- if ( material.isSpriteMaterial ) {
- p_uniforms.setValue( _gl, 'center', object.center );
- }
- // common matrices
- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
- return program;
- }
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
- uniforms.ambientLightColor.needsUpdate = value;
- uniforms.lightProbe.needsUpdate = value;
- uniforms.directionalLights.needsUpdate = value;
- uniforms.directionalLightShadows.needsUpdate = value;
- uniforms.pointLights.needsUpdate = value;
- uniforms.pointLightShadows.needsUpdate = value;
- uniforms.spotLights.needsUpdate = value;
- uniforms.spotLightShadows.needsUpdate = value;
- uniforms.rectAreaLights.needsUpdate = value;
- uniforms.hemisphereLights.needsUpdate = value;
- }
- function materialNeedsLights( material ) {
- return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial || material.isShadowMaterial ||
- ( material.isShaderMaterial && material.lights === true );
- }
- //
- this.setFramebuffer = function ( value ) {
- if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
- _framebuffer = value;
- };
- this.getActiveCubeFace = function () {
- return _currentActiveCubeFace;
- };
- this.getActiveMipmapLevel = function () {
- return _currentActiveMipmapLevel;
- };
- this.getRenderTarget = function () {
- return _currentRenderTarget;
- };
- this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
- _currentRenderTarget = renderTarget;
- _currentActiveCubeFace = activeCubeFace;
- _currentActiveMipmapLevel = activeMipmapLevel;
- if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
- textures.setupRenderTarget( renderTarget );
- }
- let framebuffer = _framebuffer;
- let isCube = false;
- if ( renderTarget ) {
- const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLCubeRenderTarget ) {
- framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
- isCube = true;
- } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
- framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
- } else {
- framebuffer = __webglFramebuffer;
- }
- _currentViewport.copy( renderTarget.viewport );
- _currentScissor.copy( renderTarget.scissor );
- _currentScissorTest = renderTarget.scissorTest;
- } else {
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
- _currentScissorTest = _scissorTest;
- }
- if ( _currentFramebuffer !== framebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _currentFramebuffer = framebuffer;
- }
- state.viewport( _currentViewport );
- state.scissor( _currentScissor );
- state.setScissorTest( _currentScissorTest );
- if ( isCube ) {
- const textureProperties = properties.get( renderTarget.texture );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
- }
- };
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
- if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
- }
- let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
- framebuffer = framebuffer[ activeCubeFaceIndex ];
- }
- if ( framebuffer ) {
- let restore = false;
- if ( framebuffer !== _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- restore = true;
- }
- try {
- const texture = renderTarget.texture;
- const textureFormat = texture.format;
- const textureType = texture.type;
- if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
- return;
- }
- if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
- ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
- ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
- return;
- }
- if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
- _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
- }
- } else {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
- }
- } finally {
- if ( restore ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
- }
- }
- }
- };
- this.copyFramebufferToTexture = function ( position, texture, level ) {
- if ( level === undefined ) level = 0;
- const levelScale = Math.pow( 2, - level );
- const width = Math.floor( texture.image.width * levelScale );
- const height = Math.floor( texture.image.height * levelScale );
- const glFormat = utils.convert( texture.format );
- textures.setTexture2D( texture, 0 );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
- state.unbindTexture();
- };
- this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
- if ( level === undefined ) level = 0;
- const width = srcTexture.image.width;
- const height = srcTexture.image.height;
- const glFormat = utils.convert( dstTexture.format );
- const glType = utils.convert( dstTexture.type );
- textures.setTexture2D( dstTexture, 0 );
- if ( srcTexture.isDataTexture ) {
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
- } else {
- if ( srcTexture.isCompressedTexture ) {
- _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
- } else {
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
- }
- }
- // Generate mipmaps only when copying level 0
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
- state.unbindTexture();
- };
- this.initTexture = function ( texture ) {
- textures.setTexture2D( texture, 0 );
- state.unbindTexture();
- };
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
- }
- }
- export { WebGLRenderer };
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