WebGLRenderer.js 53 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. * @author tschw
  7. */
  8. import {
  9. RGBAFormat,
  10. HalfFloatType,
  11. FloatType,
  12. UnsignedByteType,
  13. LinearEncoding,
  14. NoToneMapping
  15. } from '../constants.js';
  16. import { MathUtils } from '../math/MathUtils.js';
  17. import { DataTexture } from '../textures/DataTexture.js';
  18. import { Frustum } from '../math/Frustum.js';
  19. import { Matrix4 } from '../math/Matrix4.js';
  20. import { UniformsLib } from './shaders/UniformsLib.js';
  21. import { Vector2 } from '../math/Vector2.js';
  22. import { Vector3 } from '../math/Vector3.js';
  23. import { Vector4 } from '../math/Vector4.js';
  24. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  25. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  26. import { WebGLBackground } from './webgl/WebGLBackground.js';
  27. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  28. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  29. import { WebGLClipping } from './webgl/WebGLClipping.js';
  30. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  31. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  32. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  33. import { WebGLInfo } from './webgl/WebGLInfo.js';
  34. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  35. import { WebGLObjects } from './webgl/WebGLObjects.js';
  36. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  37. import { WebGLProperties } from './webgl/WebGLProperties.js';
  38. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  39. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  40. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  41. import { WebGLState } from './webgl/WebGLState.js';
  42. import { WebGLTextures } from './webgl/WebGLTextures.js';
  43. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  44. import { WebGLUtils } from './webgl/WebGLUtils.js';
  45. import { WebXRManager } from './webxr/WebXRManager.js';
  46. import { WebGLMaterials } from "./webgl/WebGLMaterials.js";
  47. function WebGLRenderer( parameters ) {
  48. parameters = parameters || {};
  49. const _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  50. _context = parameters.context !== undefined ? parameters.context : null,
  51. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  52. _depth = parameters.depth !== undefined ? parameters.depth : true,
  53. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  56. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  57. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  58. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  59. let currentRenderList = null;
  60. let currentRenderState = null;
  61. // public properties
  62. this.domElement = _canvas;
  63. // Debug configuration container
  64. this.debug = {
  65. /**
  66. * Enables error checking and reporting when shader programs are being compiled
  67. * @type {boolean}
  68. */
  69. checkShaderErrors: true
  70. };
  71. // clearing
  72. this.autoClear = true;
  73. this.autoClearColor = true;
  74. this.autoClearDepth = true;
  75. this.autoClearStencil = true;
  76. // scene graph
  77. this.sortObjects = true;
  78. // user-defined clipping
  79. this.clippingPlanes = [];
  80. this.localClippingEnabled = false;
  81. // physically based shading
  82. this.gammaFactor = 2.0; // for backwards compatibility
  83. this.outputEncoding = LinearEncoding;
  84. // physical lights
  85. this.physicallyCorrectLights = false;
  86. // tone mapping
  87. this.toneMapping = NoToneMapping;
  88. this.toneMappingExposure = 1.0;
  89. // morphs
  90. this.maxMorphTargets = 8;
  91. this.maxMorphNormals = 4;
  92. // internal properties
  93. const _this = this;
  94. let _isContextLost = false;
  95. // internal state cache
  96. let _framebuffer = null;
  97. let _currentActiveCubeFace = 0;
  98. let _currentActiveMipmapLevel = 0;
  99. let _currentRenderTarget = null;
  100. let _currentFramebuffer = null;
  101. let _currentMaterialId = - 1;
  102. // geometry and program caching
  103. const _currentGeometryProgram = {
  104. geometry: null,
  105. program: null,
  106. wireframe: false
  107. };
  108. let _currentCamera = null;
  109. let _currentArrayCamera = null;
  110. const _currentViewport = new Vector4();
  111. const _currentScissor = new Vector4();
  112. let _currentScissorTest = null;
  113. //
  114. let _width = _canvas.width;
  115. let _height = _canvas.height;
  116. let _pixelRatio = 1;
  117. let _opaqueSort = null;
  118. let _transparentSort = null;
  119. const _viewport = new Vector4( 0, 0, _width, _height );
  120. const _scissor = new Vector4( 0, 0, _width, _height );
  121. let _scissorTest = false;
  122. // frustum
  123. const _frustum = new Frustum();
  124. // clipping
  125. const _clipping = new WebGLClipping();
  126. let _clippingEnabled = false;
  127. let _localClippingEnabled = false;
  128. // camera matrices cache
  129. const _projScreenMatrix = new Matrix4();
  130. const _vector3 = new Vector3();
  131. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  132. function getTargetPixelRatio() {
  133. return _currentRenderTarget === null ? _pixelRatio : 1;
  134. }
  135. // initialize
  136. let _gl;
  137. try {
  138. const contextAttributes = {
  139. alpha: _alpha,
  140. depth: _depth,
  141. stencil: _stencil,
  142. antialias: _antialias,
  143. premultipliedAlpha: _premultipliedAlpha,
  144. preserveDrawingBuffer: _preserveDrawingBuffer,
  145. powerPreference: _powerPreference,
  146. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  147. };
  148. // event listeners must be registered before WebGL context is created, see #12753
  149. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  150. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  151. _gl = _context || _canvas.getContext( 'webgl2', contextAttributes ) || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  152. if ( _gl === null ) {
  153. if ( _canvas.getContext( 'webgl2' ) || _canvas.getContext( 'webgl' ) || _canvas.getContext( 'experimental-webgl' ) ) {
  154. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  155. } else {
  156. throw new Error( 'Error creating WebGL context.' );
  157. }
  158. }
  159. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  160. if ( _gl.getShaderPrecisionFormat === undefined ) {
  161. _gl.getShaderPrecisionFormat = function () {
  162. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  163. };
  164. }
  165. } catch ( error ) {
  166. console.error( 'THREE.WebGLRenderer: ' + error.message );
  167. throw error;
  168. }
  169. let extensions, capabilities, state, info;
  170. let properties, textures, attributes, geometries, objects;
  171. let programCache, materials, renderLists, renderStates;
  172. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  173. let utils;
  174. function initGLContext() {
  175. extensions = new WebGLExtensions( _gl );
  176. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  177. if ( capabilities.isWebGL2 === false ) {
  178. extensions.get( 'WEBGL_depth_texture' );
  179. extensions.get( 'OES_texture_float' );
  180. extensions.get( 'OES_texture_half_float' );
  181. extensions.get( 'OES_texture_half_float_linear' );
  182. extensions.get( 'OES_standard_derivatives' );
  183. extensions.get( 'OES_element_index_uint' );
  184. extensions.get( 'ANGLE_instanced_arrays' );
  185. }
  186. extensions.get( 'OES_texture_float_linear' );
  187. utils = new WebGLUtils( _gl, extensions, capabilities );
  188. state = new WebGLState( _gl, extensions, capabilities );
  189. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  190. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  191. info = new WebGLInfo( _gl );
  192. properties = new WebGLProperties();
  193. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  194. attributes = new WebGLAttributes( _gl, capabilities );
  195. geometries = new WebGLGeometries( _gl, attributes, info );
  196. objects = new WebGLObjects( _gl, geometries, attributes, info );
  197. morphtargets = new WebGLMorphtargets( _gl );
  198. programCache = new WebGLPrograms( _this, extensions, capabilities );
  199. materials = new WebGLMaterials( properties );
  200. renderLists = new WebGLRenderLists();
  201. renderStates = new WebGLRenderStates();
  202. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  203. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  204. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  205. info.programs = programCache.programs;
  206. _this.capabilities = capabilities;
  207. _this.extensions = extensions;
  208. _this.properties = properties;
  209. _this.renderLists = renderLists;
  210. _this.state = state;
  211. _this.info = info;
  212. }
  213. initGLContext();
  214. // xr
  215. const xr = new WebXRManager( _this, _gl );
  216. this.xr = xr;
  217. // shadow map
  218. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  219. this.shadowMap = shadowMap;
  220. // API
  221. this.getContext = function () {
  222. return _gl;
  223. };
  224. this.getContextAttributes = function () {
  225. return _gl.getContextAttributes();
  226. };
  227. this.forceContextLoss = function () {
  228. const extension = extensions.get( 'WEBGL_lose_context' );
  229. if ( extension ) extension.loseContext();
  230. };
  231. this.forceContextRestore = function () {
  232. const extension = extensions.get( 'WEBGL_lose_context' );
  233. if ( extension ) extension.restoreContext();
  234. };
  235. this.getPixelRatio = function () {
  236. return _pixelRatio;
  237. };
  238. this.setPixelRatio = function ( value ) {
  239. if ( value === undefined ) return;
  240. _pixelRatio = value;
  241. this.setSize( _width, _height, false );
  242. };
  243. this.getSize = function ( target ) {
  244. if ( target === undefined ) {
  245. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  246. target = new Vector2();
  247. }
  248. return target.set( _width, _height );
  249. };
  250. this.setSize = function ( width, height, updateStyle ) {
  251. if ( xr.isPresenting ) {
  252. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  253. return;
  254. }
  255. _width = width;
  256. _height = height;
  257. _canvas.width = Math.floor( width * _pixelRatio );
  258. _canvas.height = Math.floor( height * _pixelRatio );
  259. if ( updateStyle !== false ) {
  260. _canvas.style.width = width + 'px';
  261. _canvas.style.height = height + 'px';
  262. }
  263. this.setViewport( 0, 0, width, height );
  264. };
  265. this.getDrawingBufferSize = function ( target ) {
  266. if ( target === undefined ) {
  267. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  268. target = new Vector2();
  269. }
  270. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  271. };
  272. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  273. _width = width;
  274. _height = height;
  275. _pixelRatio = pixelRatio;
  276. _canvas.width = Math.floor( width * pixelRatio );
  277. _canvas.height = Math.floor( height * pixelRatio );
  278. this.setViewport( 0, 0, width, height );
  279. };
  280. this.getCurrentViewport = function ( target ) {
  281. if ( target === undefined ) {
  282. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  283. target = new Vector4();
  284. }
  285. return target.copy( _currentViewport );
  286. };
  287. this.getViewport = function ( target ) {
  288. return target.copy( _viewport );
  289. };
  290. this.setViewport = function ( x, y, width, height ) {
  291. if ( x.isVector4 ) {
  292. _viewport.set( x.x, x.y, x.z, x.w );
  293. } else {
  294. _viewport.set( x, y, width, height );
  295. }
  296. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  297. };
  298. this.getScissor = function ( target ) {
  299. return target.copy( _scissor );
  300. };
  301. this.setScissor = function ( x, y, width, height ) {
  302. if ( x.isVector4 ) {
  303. _scissor.set( x.x, x.y, x.z, x.w );
  304. } else {
  305. _scissor.set( x, y, width, height );
  306. }
  307. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  308. };
  309. this.getScissorTest = function () {
  310. return _scissorTest;
  311. };
  312. this.setScissorTest = function ( boolean ) {
  313. state.setScissorTest( _scissorTest = boolean );
  314. };
  315. this.setOpaqueSort = function ( method ) {
  316. _opaqueSort = method;
  317. };
  318. this.setTransparentSort = function ( method ) {
  319. _transparentSort = method;
  320. };
  321. // Clearing
  322. this.getClearColor = function () {
  323. return background.getClearColor();
  324. };
  325. this.setClearColor = function () {
  326. background.setClearColor.apply( background, arguments );
  327. };
  328. this.getClearAlpha = function () {
  329. return background.getClearAlpha();
  330. };
  331. this.setClearAlpha = function () {
  332. background.setClearAlpha.apply( background, arguments );
  333. };
  334. this.clear = function ( color, depth, stencil ) {
  335. let bits = 0;
  336. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  337. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  338. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  339. _gl.clear( bits );
  340. };
  341. this.clearColor = function () {
  342. this.clear( true, false, false );
  343. };
  344. this.clearDepth = function () {
  345. this.clear( false, true, false );
  346. };
  347. this.clearStencil = function () {
  348. this.clear( false, false, true );
  349. };
  350. //
  351. this.dispose = function () {
  352. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  353. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  354. renderLists.dispose();
  355. renderStates.dispose();
  356. properties.dispose();
  357. objects.dispose();
  358. xr.dispose();
  359. animation.stop();
  360. };
  361. // Events
  362. function onContextLost( event ) {
  363. event.preventDefault();
  364. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  365. _isContextLost = true;
  366. }
  367. function onContextRestore( /* event */ ) {
  368. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  369. _isContextLost = false;
  370. initGLContext();
  371. }
  372. function onMaterialDispose( event ) {
  373. const material = event.target;
  374. material.removeEventListener( 'dispose', onMaterialDispose );
  375. deallocateMaterial( material );
  376. }
  377. // Buffer deallocation
  378. function deallocateMaterial( material ) {
  379. releaseMaterialProgramReference( material );
  380. properties.remove( material );
  381. }
  382. function releaseMaterialProgramReference( material ) {
  383. const programInfo = properties.get( material ).program;
  384. material.program = undefined;
  385. if ( programInfo !== undefined ) {
  386. programCache.releaseProgram( programInfo );
  387. }
  388. }
  389. // Buffer rendering
  390. function renderObjectImmediate( object, program ) {
  391. object.render( function ( object ) {
  392. _this.renderBufferImmediate( object, program );
  393. } );
  394. }
  395. this.renderBufferImmediate = function ( object, program ) {
  396. state.initAttributes();
  397. const buffers = properties.get( object );
  398. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  399. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  400. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  401. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  402. const programAttributes = program.getAttributes();
  403. if ( object.hasPositions ) {
  404. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  405. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  406. state.enableAttribute( programAttributes.position );
  407. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  408. }
  409. if ( object.hasNormals ) {
  410. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  411. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  412. state.enableAttribute( programAttributes.normal );
  413. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  414. }
  415. if ( object.hasUvs ) {
  416. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  417. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  418. state.enableAttribute( programAttributes.uv );
  419. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  420. }
  421. if ( object.hasColors ) {
  422. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  423. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  424. state.enableAttribute( programAttributes.color );
  425. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  426. }
  427. state.disableUnusedAttributes();
  428. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  429. object.count = 0;
  430. };
  431. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  432. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  433. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  434. const program = setProgram( camera, scene, material, object );
  435. state.setMaterial( material, frontFaceCW );
  436. let updateBuffers = false;
  437. if ( _currentGeometryProgram.geometry !== geometry.id ||
  438. _currentGeometryProgram.program !== program.id ||
  439. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  440. _currentGeometryProgram.geometry = geometry.id;
  441. _currentGeometryProgram.program = program.id;
  442. _currentGeometryProgram.wireframe = material.wireframe === true;
  443. updateBuffers = true;
  444. }
  445. if ( material.morphTargets || material.morphNormals ) {
  446. morphtargets.update( object, geometry, material, program );
  447. updateBuffers = true;
  448. }
  449. if ( object.isInstancedMesh === true ) {
  450. updateBuffers = true;
  451. }
  452. //
  453. let index = geometry.index;
  454. const position = geometry.attributes.position;
  455. //
  456. if ( index === null ) {
  457. if ( position === undefined || position.count === 0 ) return;
  458. } else if ( index.count === 0 ) {
  459. return;
  460. }
  461. //
  462. let rangeFactor = 1;
  463. if ( material.wireframe === true ) {
  464. index = geometries.getWireframeAttribute( geometry );
  465. rangeFactor = 2;
  466. }
  467. let attribute;
  468. let renderer = bufferRenderer;
  469. if ( index !== null ) {
  470. attribute = attributes.get( index );
  471. renderer = indexedBufferRenderer;
  472. renderer.setIndex( attribute );
  473. }
  474. if ( updateBuffers ) {
  475. setupVertexAttributes( object, geometry, material, program );
  476. if ( index !== null ) {
  477. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
  478. }
  479. }
  480. //
  481. const dataCount = ( index !== null ) ? index.count : position.count;
  482. const rangeStart = geometry.drawRange.start * rangeFactor;
  483. const rangeCount = geometry.drawRange.count * rangeFactor;
  484. const groupStart = group !== null ? group.start * rangeFactor : 0;
  485. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  486. const drawStart = Math.max( rangeStart, groupStart );
  487. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  488. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  489. if ( drawCount === 0 ) return;
  490. //
  491. if ( object.isMesh ) {
  492. if ( material.wireframe === true ) {
  493. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  494. renderer.setMode( _gl.LINES );
  495. } else {
  496. renderer.setMode( _gl.TRIANGLES );
  497. }
  498. } else if ( object.isLine ) {
  499. let lineWidth = material.linewidth;
  500. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  501. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  502. if ( object.isLineSegments ) {
  503. renderer.setMode( _gl.LINES );
  504. } else if ( object.isLineLoop ) {
  505. renderer.setMode( _gl.LINE_LOOP );
  506. } else {
  507. renderer.setMode( _gl.LINE_STRIP );
  508. }
  509. } else if ( object.isPoints ) {
  510. renderer.setMode( _gl.POINTS );
  511. } else if ( object.isSprite ) {
  512. renderer.setMode( _gl.TRIANGLES );
  513. }
  514. if ( object.isInstancedMesh ) {
  515. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  516. } else if ( geometry.isInstancedBufferGeometry ) {
  517. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  518. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  519. } else {
  520. renderer.render( drawStart, drawCount );
  521. }
  522. };
  523. function setupVertexAttributes( object, geometry, material, program ) {
  524. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  525. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
  526. }
  527. state.initAttributes();
  528. const geometryAttributes = geometry.attributes;
  529. const programAttributes = program.getAttributes();
  530. const materialDefaultAttributeValues = material.defaultAttributeValues;
  531. for ( const name in programAttributes ) {
  532. const programAttribute = programAttributes[ name ];
  533. if ( programAttribute >= 0 ) {
  534. const geometryAttribute = geometryAttributes[ name ];
  535. if ( geometryAttribute !== undefined ) {
  536. const normalized = geometryAttribute.normalized;
  537. const size = geometryAttribute.itemSize;
  538. const attribute = attributes.get( geometryAttribute );
  539. // TODO Attribute may not be available on context restore
  540. if ( attribute === undefined ) continue;
  541. const buffer = attribute.buffer;
  542. const type = attribute.type;
  543. const bytesPerElement = attribute.bytesPerElement;
  544. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  545. const data = geometryAttribute.data;
  546. const stride = data.stride;
  547. const offset = geometryAttribute.offset;
  548. if ( data && data.isInstancedInterleavedBuffer ) {
  549. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  550. if ( geometry._maxInstanceCount === undefined ) {
  551. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  552. }
  553. } else {
  554. state.enableAttribute( programAttribute );
  555. }
  556. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  557. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  558. } else {
  559. if ( geometryAttribute.isInstancedBufferAttribute ) {
  560. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  561. if ( geometry._maxInstanceCount === undefined ) {
  562. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  563. }
  564. } else {
  565. state.enableAttribute( programAttribute );
  566. }
  567. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  568. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  569. }
  570. } else if ( name === 'instanceMatrix' ) {
  571. const attribute = attributes.get( object.instanceMatrix );
  572. // TODO Attribute may not be available on context restore
  573. if ( attribute === undefined ) continue;
  574. const buffer = attribute.buffer;
  575. const type = attribute.type;
  576. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  577. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  578. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  579. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  580. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  581. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  582. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  583. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  584. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  585. } else if ( materialDefaultAttributeValues !== undefined ) {
  586. const value = materialDefaultAttributeValues[ name ];
  587. if ( value !== undefined ) {
  588. switch ( value.length ) {
  589. case 2:
  590. _gl.vertexAttrib2fv( programAttribute, value );
  591. break;
  592. case 3:
  593. _gl.vertexAttrib3fv( programAttribute, value );
  594. break;
  595. case 4:
  596. _gl.vertexAttrib4fv( programAttribute, value );
  597. break;
  598. default:
  599. _gl.vertexAttrib1fv( programAttribute, value );
  600. }
  601. }
  602. }
  603. }
  604. }
  605. state.disableUnusedAttributes();
  606. }
  607. // Compile
  608. this.compile = function ( scene, camera ) {
  609. currentRenderState = renderStates.get( scene, camera );
  610. currentRenderState.init();
  611. scene.traverse( function ( object ) {
  612. if ( object.isLight ) {
  613. currentRenderState.pushLight( object );
  614. if ( object.castShadow ) {
  615. currentRenderState.pushShadow( object );
  616. }
  617. }
  618. } );
  619. currentRenderState.setupLights( camera );
  620. const compiled = new WeakMap();
  621. scene.traverse( function ( object ) {
  622. let material = object.material;
  623. if ( material ) {
  624. if ( Array.isArray( material ) ) {
  625. for ( let i = 0; i < material.length; i ++ ) {
  626. let material2 = material[ i ];
  627. if ( compiled.has( material2 ) === false ) {
  628. initMaterial( material2, scene, object );
  629. compiled.set( material2 );
  630. }
  631. }
  632. } else if ( compiled.has( material ) === false ) {
  633. initMaterial( material, scene, object );
  634. compiled.set( material );
  635. }
  636. }
  637. } );
  638. };
  639. // Animation Loop
  640. let onAnimationFrameCallback = null;
  641. function onAnimationFrame( time ) {
  642. if ( xr.isPresenting ) return;
  643. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  644. }
  645. const animation = new WebGLAnimation();
  646. animation.setAnimationLoop( onAnimationFrame );
  647. if ( typeof window !== 'undefined' ) animation.setContext( window );
  648. this.setAnimationLoop = function ( callback ) {
  649. onAnimationFrameCallback = callback;
  650. xr.setAnimationLoop( callback );
  651. animation.start();
  652. };
  653. // Rendering
  654. this.render = function ( scene, camera ) {
  655. let renderTarget, forceClear;
  656. if ( arguments[ 2 ] !== undefined ) {
  657. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  658. renderTarget = arguments[ 2 ];
  659. }
  660. if ( arguments[ 3 ] !== undefined ) {
  661. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  662. forceClear = arguments[ 3 ];
  663. }
  664. if ( camera !== undefined && camera.isCamera !== true ) {
  665. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  666. return;
  667. }
  668. if ( _isContextLost === true ) return;
  669. // reset caching for this frame
  670. _currentGeometryProgram.geometry = null;
  671. _currentGeometryProgram.program = null;
  672. _currentGeometryProgram.wireframe = false;
  673. _currentMaterialId = - 1;
  674. _currentCamera = null;
  675. // update scene graph
  676. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  677. // update camera matrices and frustum
  678. if ( camera.parent === null ) camera.updateMatrixWorld();
  679. if ( xr.enabled === true && xr.isPresenting === true ) {
  680. camera = xr.getCamera( camera );
  681. }
  682. //
  683. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  684. currentRenderState = renderStates.get( scene, camera );
  685. currentRenderState.init();
  686. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  687. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  688. _localClippingEnabled = this.localClippingEnabled;
  689. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  690. currentRenderList = renderLists.get( scene, camera );
  691. currentRenderList.init();
  692. projectObject( scene, camera, 0, _this.sortObjects );
  693. currentRenderList.finish();
  694. if ( _this.sortObjects === true ) {
  695. currentRenderList.sort( _opaqueSort, _transparentSort );
  696. }
  697. //
  698. if ( _clippingEnabled === true ) _clipping.beginShadows();
  699. const shadowsArray = currentRenderState.state.shadowsArray;
  700. shadowMap.render( shadowsArray, scene, camera );
  701. currentRenderState.setupLights( camera );
  702. if ( _clippingEnabled === true ) _clipping.endShadows();
  703. //
  704. if ( this.info.autoReset === true ) this.info.reset();
  705. if ( renderTarget !== undefined ) {
  706. this.setRenderTarget( renderTarget );
  707. }
  708. //
  709. background.render( currentRenderList, scene, camera, forceClear );
  710. // render scene
  711. const opaqueObjects = currentRenderList.opaque;
  712. const transparentObjects = currentRenderList.transparent;
  713. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  714. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  715. //
  716. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  717. //
  718. if ( _currentRenderTarget !== null ) {
  719. // Generate mipmap if we're using any kind of mipmap filtering
  720. textures.updateRenderTargetMipmap( _currentRenderTarget );
  721. // resolve multisample renderbuffers to a single-sample texture if necessary
  722. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  723. }
  724. // Ensure depth buffer writing is enabled so it can be cleared on next render
  725. state.buffers.depth.setTest( true );
  726. state.buffers.depth.setMask( true );
  727. state.buffers.color.setMask( true );
  728. state.setPolygonOffset( false );
  729. // _gl.finish();
  730. currentRenderList = null;
  731. currentRenderState = null;
  732. };
  733. function projectObject( object, camera, groupOrder, sortObjects ) {
  734. if ( object.visible === false ) return;
  735. const visible = object.layers.test( camera.layers );
  736. if ( visible ) {
  737. if ( object.isGroup ) {
  738. groupOrder = object.renderOrder;
  739. } else if ( object.isLOD ) {
  740. if ( object.autoUpdate === true ) object.update( camera );
  741. } else if ( object.isLight ) {
  742. currentRenderState.pushLight( object );
  743. if ( object.castShadow ) {
  744. currentRenderState.pushShadow( object );
  745. }
  746. } else if ( object.isSprite ) {
  747. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  748. if ( sortObjects ) {
  749. _vector3.setFromMatrixPosition( object.matrixWorld )
  750. .applyMatrix4( _projScreenMatrix );
  751. }
  752. const geometry = objects.update( object );
  753. const material = object.material;
  754. if ( material.visible ) {
  755. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  756. }
  757. }
  758. } else if ( object.isImmediateRenderObject ) {
  759. if ( sortObjects ) {
  760. _vector3.setFromMatrixPosition( object.matrixWorld )
  761. .applyMatrix4( _projScreenMatrix );
  762. }
  763. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  764. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  765. if ( object.isSkinnedMesh ) {
  766. // update skeleton only once in a frame
  767. if ( object.skeleton.frame !== info.render.frame ) {
  768. object.skeleton.update();
  769. object.skeleton.frame = info.render.frame;
  770. }
  771. }
  772. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  773. if ( sortObjects ) {
  774. _vector3.setFromMatrixPosition( object.matrixWorld )
  775. .applyMatrix4( _projScreenMatrix );
  776. }
  777. const geometry = objects.update( object );
  778. const material = object.material;
  779. if ( Array.isArray( material ) ) {
  780. const groups = geometry.groups;
  781. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  782. const group = groups[ i ];
  783. const groupMaterial = material[ group.materialIndex ];
  784. if ( groupMaterial && groupMaterial.visible ) {
  785. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  786. }
  787. }
  788. } else if ( material.visible ) {
  789. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  790. }
  791. }
  792. }
  793. }
  794. const children = object.children;
  795. for ( let i = 0, l = children.length; i < l; i ++ ) {
  796. projectObject( children[ i ], camera, groupOrder, sortObjects );
  797. }
  798. }
  799. function renderObjects( renderList, scene, camera ) {
  800. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  801. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  802. const renderItem = renderList[ i ];
  803. const object = renderItem.object;
  804. const geometry = renderItem.geometry;
  805. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  806. const group = renderItem.group;
  807. if ( camera.isArrayCamera ) {
  808. _currentArrayCamera = camera;
  809. const cameras = camera.cameras;
  810. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  811. const camera2 = cameras[ j ];
  812. if ( object.layers.test( camera2.layers ) ) {
  813. state.viewport( _currentViewport.copy( camera2.viewport ) );
  814. currentRenderState.setupLights( camera2 );
  815. renderObject( object, scene, camera2, geometry, material, group );
  816. }
  817. }
  818. } else {
  819. _currentArrayCamera = null;
  820. renderObject( object, scene, camera, geometry, material, group );
  821. }
  822. }
  823. }
  824. function renderObject( object, scene, camera, geometry, material, group ) {
  825. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  826. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  827. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  828. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  829. if ( object.isImmediateRenderObject ) {
  830. const program = setProgram( camera, scene, material, object );
  831. state.setMaterial( material );
  832. _currentGeometryProgram.geometry = null;
  833. _currentGeometryProgram.program = null;
  834. _currentGeometryProgram.wireframe = false;
  835. renderObjectImmediate( object, program );
  836. } else {
  837. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  838. }
  839. object.onAfterRender( _this, scene, camera, geometry, material, group );
  840. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  841. }
  842. function initMaterial( material, scene, object ) {
  843. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  844. const materialProperties = properties.get( material );
  845. const lights = currentRenderState.state.lights;
  846. const shadowsArray = currentRenderState.state.shadowsArray;
  847. const lightsStateVersion = lights.state.version;
  848. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  849. const programCacheKey = programCache.getProgramCacheKey( parameters );
  850. let program = materialProperties.program;
  851. let programChange = true;
  852. if ( program === undefined ) {
  853. // new material
  854. material.addEventListener( 'dispose', onMaterialDispose );
  855. } else if ( program.cacheKey !== programCacheKey ) {
  856. // changed glsl or parameters
  857. releaseMaterialProgramReference( material );
  858. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  859. materialProperties.lightsStateVersion = lightsStateVersion;
  860. programChange = false;
  861. } else if ( parameters.shaderID !== undefined ) {
  862. // same glsl and uniform list
  863. return;
  864. } else {
  865. // only rebuild uniform list
  866. programChange = false;
  867. }
  868. if ( programChange ) {
  869. program = programCache.acquireProgram( parameters, programCacheKey );
  870. materialProperties.program = program;
  871. materialProperties.uniforms = parameters.uniforms;
  872. materialProperties.outputEncoding = parameters.outputEncoding;
  873. material.program = program;
  874. }
  875. const programAttributes = program.getAttributes();
  876. if ( material.morphTargets ) {
  877. material.numSupportedMorphTargets = 0;
  878. for ( let i = 0; i < _this.maxMorphTargets; i ++ ) {
  879. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  880. material.numSupportedMorphTargets ++;
  881. }
  882. }
  883. }
  884. if ( material.morphNormals ) {
  885. material.numSupportedMorphNormals = 0;
  886. for ( let i = 0; i < _this.maxMorphNormals; i ++ ) {
  887. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  888. material.numSupportedMorphNormals ++;
  889. }
  890. }
  891. }
  892. const uniforms = materialProperties.uniforms;
  893. if ( ! material.isShaderMaterial &&
  894. ! material.isRawShaderMaterial ||
  895. material.clipping === true ) {
  896. materialProperties.numClippingPlanes = _clipping.numPlanes;
  897. materialProperties.numIntersection = _clipping.numIntersection;
  898. uniforms.clippingPlanes = _clipping.uniform;
  899. }
  900. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  901. materialProperties.fog = scene.fog;
  902. // store the light setup it was created for
  903. materialProperties.needsLights = materialNeedsLights( material );
  904. materialProperties.lightsStateVersion = lightsStateVersion;
  905. if ( materialProperties.needsLights ) {
  906. // wire up the material to this renderer's lighting state
  907. uniforms.ambientLightColor.value = lights.state.ambient;
  908. uniforms.lightProbe.value = lights.state.probe;
  909. uniforms.directionalLights.value = lights.state.directional;
  910. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  911. uniforms.spotLights.value = lights.state.spot;
  912. uniforms.spotLightShadows.value = lights.state.spotShadow;
  913. uniforms.rectAreaLights.value = lights.state.rectArea;
  914. uniforms.pointLights.value = lights.state.point;
  915. uniforms.pointLightShadows.value = lights.state.pointShadow;
  916. uniforms.hemisphereLights.value = lights.state.hemi;
  917. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  918. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  919. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  920. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  921. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  922. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  923. // TODO (abelnation): add area lights shadow info to uniforms
  924. }
  925. const progUniforms = materialProperties.program.getUniforms(),
  926. uniformsList =
  927. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  928. materialProperties.uniformsList = uniformsList;
  929. }
  930. function setProgram( camera, scene, material, object ) {
  931. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  932. textures.resetTextureUnits();
  933. const fog = scene.fog;
  934. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  935. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  936. const materialProperties = properties.get( material );
  937. const lights = currentRenderState.state.lights;
  938. if ( _clippingEnabled === true ) {
  939. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  940. const useCache =
  941. camera === _currentCamera &&
  942. material.id === _currentMaterialId;
  943. // we might want to call this function with some ClippingGroup
  944. // object instead of the material, once it becomes feasible
  945. // (#8465, #8379)
  946. _clipping.setState(
  947. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  948. camera, materialProperties, useCache );
  949. }
  950. }
  951. if ( material.version === materialProperties.__version ) {
  952. if ( materialProperties.program === undefined ) {
  953. initMaterial( material, scene, object );
  954. } else if ( material.fog && materialProperties.fog !== fog ) {
  955. initMaterial( material, scene, object );
  956. } else if ( materialProperties.environment !== environment ) {
  957. initMaterial( material, scene, object );
  958. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  959. initMaterial( material, scene, object );
  960. } else if ( materialProperties.numClippingPlanes !== undefined &&
  961. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  962. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  963. initMaterial( material, scene, object );
  964. } else if ( materialProperties.outputEncoding !== encoding ) {
  965. initMaterial( material, scene, object );
  966. }
  967. } else {
  968. initMaterial( material, scene, object );
  969. materialProperties.__version = material.version;
  970. }
  971. let refreshProgram = false;
  972. let refreshMaterial = false;
  973. let refreshLights = false;
  974. const program = materialProperties.program,
  975. p_uniforms = program.getUniforms(),
  976. m_uniforms = materialProperties.uniforms;
  977. if ( state.useProgram( program.program ) ) {
  978. refreshProgram = true;
  979. refreshMaterial = true;
  980. refreshLights = true;
  981. }
  982. if ( material.id !== _currentMaterialId ) {
  983. _currentMaterialId = material.id;
  984. refreshMaterial = true;
  985. }
  986. if ( refreshProgram || _currentCamera !== camera ) {
  987. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  988. if ( capabilities.logarithmicDepthBuffer ) {
  989. p_uniforms.setValue( _gl, 'logDepthBufFC',
  990. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  991. }
  992. if ( _currentCamera !== camera ) {
  993. _currentCamera = camera;
  994. // lighting uniforms depend on the camera so enforce an update
  995. // now, in case this material supports lights - or later, when
  996. // the next material that does gets activated:
  997. refreshMaterial = true; // set to true on material change
  998. refreshLights = true; // remains set until update done
  999. }
  1000. // load material specific uniforms
  1001. // (shader material also gets them for the sake of genericity)
  1002. if ( material.isShaderMaterial ||
  1003. material.isMeshPhongMaterial ||
  1004. material.isMeshToonMaterial ||
  1005. material.isMeshStandardMaterial ||
  1006. material.envMap ) {
  1007. const uCamPos = p_uniforms.map.cameraPosition;
  1008. if ( uCamPos !== undefined ) {
  1009. uCamPos.setValue( _gl,
  1010. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  1011. }
  1012. }
  1013. if ( material.isMeshPhongMaterial ||
  1014. material.isMeshToonMaterial ||
  1015. material.isMeshLambertMaterial ||
  1016. material.isMeshBasicMaterial ||
  1017. material.isMeshStandardMaterial ||
  1018. material.isShaderMaterial ) {
  1019. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  1020. }
  1021. if ( material.isMeshPhongMaterial ||
  1022. material.isMeshToonMaterial ||
  1023. material.isMeshLambertMaterial ||
  1024. material.isMeshBasicMaterial ||
  1025. material.isMeshStandardMaterial ||
  1026. material.isShaderMaterial ||
  1027. material.skinning ) {
  1028. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  1029. }
  1030. }
  1031. // skinning uniforms must be set even if material didn't change
  1032. // auto-setting of texture unit for bone texture must go before other textures
  1033. // otherwise textures used for skinning can take over texture units reserved for other material textures
  1034. if ( material.skinning ) {
  1035. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  1036. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  1037. const skeleton = object.skeleton;
  1038. if ( skeleton ) {
  1039. const bones = skeleton.bones;
  1040. if ( capabilities.floatVertexTextures ) {
  1041. if ( skeleton.boneTexture === undefined ) {
  1042. // layout (1 matrix = 4 pixels)
  1043. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  1044. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  1045. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  1046. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  1047. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  1048. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  1049. size = MathUtils.ceilPowerOfTwo( size );
  1050. size = Math.max( size, 4 );
  1051. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  1052. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  1053. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  1054. skeleton.boneMatrices = boneMatrices;
  1055. skeleton.boneTexture = boneTexture;
  1056. skeleton.boneTextureSize = size;
  1057. }
  1058. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  1059. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  1060. } else {
  1061. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  1062. }
  1063. }
  1064. }
  1065. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  1066. materialProperties.receiveShadow = object.receiveShadow;
  1067. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  1068. }
  1069. if ( refreshMaterial ) {
  1070. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  1071. if ( materialProperties.needsLights ) {
  1072. // the current material requires lighting info
  1073. // note: all lighting uniforms are always set correctly
  1074. // they simply reference the renderer's state for their
  1075. // values
  1076. //
  1077. // use the current material's .needsUpdate flags to set
  1078. // the GL state when required
  1079. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1080. }
  1081. // refresh uniforms common to several materials
  1082. if ( fog && material.fog ) {
  1083. materials.refreshFogUniforms( m_uniforms, fog );
  1084. }
  1085. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  1086. // RectAreaLight Texture
  1087. // TODO (mrdoob): Find a nicer implementation
  1088. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  1089. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  1090. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1091. }
  1092. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  1093. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1094. material.uniformsNeedUpdate = false;
  1095. }
  1096. if ( material.isSpriteMaterial ) {
  1097. p_uniforms.setValue( _gl, 'center', object.center );
  1098. }
  1099. // common matrices
  1100. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1101. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1102. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1103. return program;
  1104. }
  1105. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1106. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1107. uniforms.ambientLightColor.needsUpdate = value;
  1108. uniforms.lightProbe.needsUpdate = value;
  1109. uniforms.directionalLights.needsUpdate = value;
  1110. uniforms.directionalLightShadows.needsUpdate = value;
  1111. uniforms.pointLights.needsUpdate = value;
  1112. uniforms.pointLightShadows.needsUpdate = value;
  1113. uniforms.spotLights.needsUpdate = value;
  1114. uniforms.spotLightShadows.needsUpdate = value;
  1115. uniforms.rectAreaLights.needsUpdate = value;
  1116. uniforms.hemisphereLights.needsUpdate = value;
  1117. }
  1118. function materialNeedsLights( material ) {
  1119. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1120. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1121. ( material.isShaderMaterial && material.lights === true );
  1122. }
  1123. //
  1124. this.setFramebuffer = function ( value ) {
  1125. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1126. _framebuffer = value;
  1127. };
  1128. this.getActiveCubeFace = function () {
  1129. return _currentActiveCubeFace;
  1130. };
  1131. this.getActiveMipmapLevel = function () {
  1132. return _currentActiveMipmapLevel;
  1133. };
  1134. this.getRenderTarget = function () {
  1135. return _currentRenderTarget;
  1136. };
  1137. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  1138. _currentRenderTarget = renderTarget;
  1139. _currentActiveCubeFace = activeCubeFace;
  1140. _currentActiveMipmapLevel = activeMipmapLevel;
  1141. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1142. textures.setupRenderTarget( renderTarget );
  1143. }
  1144. let framebuffer = _framebuffer;
  1145. let isCube = false;
  1146. if ( renderTarget ) {
  1147. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1148. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1149. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  1150. isCube = true;
  1151. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1152. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1153. } else {
  1154. framebuffer = __webglFramebuffer;
  1155. }
  1156. _currentViewport.copy( renderTarget.viewport );
  1157. _currentScissor.copy( renderTarget.scissor );
  1158. _currentScissorTest = renderTarget.scissorTest;
  1159. } else {
  1160. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1161. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1162. _currentScissorTest = _scissorTest;
  1163. }
  1164. if ( _currentFramebuffer !== framebuffer ) {
  1165. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1166. _currentFramebuffer = framebuffer;
  1167. }
  1168. state.viewport( _currentViewport );
  1169. state.scissor( _currentScissor );
  1170. state.setScissorTest( _currentScissorTest );
  1171. if ( isCube ) {
  1172. const textureProperties = properties.get( renderTarget.texture );
  1173. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  1174. }
  1175. };
  1176. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1177. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1178. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1179. return;
  1180. }
  1181. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1182. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1183. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1184. }
  1185. if ( framebuffer ) {
  1186. let restore = false;
  1187. if ( framebuffer !== _currentFramebuffer ) {
  1188. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1189. restore = true;
  1190. }
  1191. try {
  1192. const texture = renderTarget.texture;
  1193. const textureFormat = texture.format;
  1194. const textureType = texture.type;
  1195. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1196. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1197. return;
  1198. }
  1199. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1200. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1201. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  1202. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1203. return;
  1204. }
  1205. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1206. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1207. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1208. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1209. }
  1210. } else {
  1211. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1212. }
  1213. } finally {
  1214. if ( restore ) {
  1215. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1216. }
  1217. }
  1218. }
  1219. };
  1220. this.copyFramebufferToTexture = function ( position, texture, level ) {
  1221. if ( level === undefined ) level = 0;
  1222. const levelScale = Math.pow( 2, - level );
  1223. const width = Math.floor( texture.image.width * levelScale );
  1224. const height = Math.floor( texture.image.height * levelScale );
  1225. const glFormat = utils.convert( texture.format );
  1226. textures.setTexture2D( texture, 0 );
  1227. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1228. state.unbindTexture();
  1229. };
  1230. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  1231. if ( level === undefined ) level = 0;
  1232. const width = srcTexture.image.width;
  1233. const height = srcTexture.image.height;
  1234. const glFormat = utils.convert( dstTexture.format );
  1235. const glType = utils.convert( dstTexture.type );
  1236. textures.setTexture2D( dstTexture, 0 );
  1237. if ( srcTexture.isDataTexture ) {
  1238. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1239. } else {
  1240. if ( srcTexture.isCompressedTexture ) {
  1241. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1242. } else {
  1243. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1244. }
  1245. }
  1246. // Generate mipmaps only when copying level 0
  1247. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1248. state.unbindTexture();
  1249. };
  1250. this.initTexture = function ( texture ) {
  1251. textures.setTexture2D( texture, 0 );
  1252. state.unbindTexture();
  1253. };
  1254. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1255. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1256. }
  1257. }
  1258. export { WebGLRenderer };