WebGLRenderer.js 66 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534
  1. import {
  2. REVISION,
  3. BackSide,
  4. FrontSide,
  5. DoubleSide,
  6. RGBAFormat,
  7. HalfFloatType,
  8. FloatType,
  9. UnsignedByteType,
  10. NoToneMapping,
  11. LinearMipmapLinearFilter,
  12. SRGBColorSpace,
  13. LinearSRGBColorSpace,
  14. RGBAIntegerFormat,
  15. RGIntegerFormat,
  16. RedIntegerFormat,
  17. UnsignedIntType,
  18. UnsignedShortType,
  19. UnsignedInt248Type,
  20. UnsignedShort4444Type,
  21. UnsignedShort5551Type,
  22. WebGLCoordinateSystem,
  23. DisplayP3ColorSpace,
  24. LinearDisplayP3ColorSpace
  25. } from '../constants.js';
  26. import { Color } from '../math/Color.js';
  27. import { Frustum } from '../math/Frustum.js';
  28. import { Matrix4 } from '../math/Matrix4.js';
  29. import { Vector2 } from '../math/Vector2.js';
  30. import { Vector3 } from '../math/Vector3.js';
  31. import { Vector4 } from '../math/Vector4.js';
  32. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  33. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  34. import { WebGLBackground } from './webgl/WebGLBackground.js';
  35. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  36. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  37. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  38. import { WebGLClipping } from './webgl/WebGLClipping.js';
  39. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  40. import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
  41. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  42. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  43. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  44. import { WebGLInfo } from './webgl/WebGLInfo.js';
  45. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  46. import { WebGLObjects } from './webgl/WebGLObjects.js';
  47. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  48. import { WebGLProperties } from './webgl/WebGLProperties.js';
  49. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  50. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  51. import { WebGLRenderTarget } from './WebGLRenderTarget.js';
  52. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  53. import { WebGLState } from './webgl/WebGLState.js';
  54. import { WebGLTextures } from './webgl/WebGLTextures.js';
  55. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  56. import { WebGLUtils } from './webgl/WebGLUtils.js';
  57. import { WebXRManager } from './webxr/WebXRManager.js';
  58. import { WebGLMaterials } from './webgl/WebGLMaterials.js';
  59. import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
  60. import { createCanvasElement } from '../utils.js';
  61. import { ColorManagement } from '../math/ColorManagement.js';
  62. class WebGLRenderer {
  63. constructor( parameters = {} ) {
  64. const {
  65. canvas = createCanvasElement(),
  66. context = null,
  67. depth = true,
  68. stencil = false,
  69. alpha = false,
  70. antialias = false,
  71. premultipliedAlpha = true,
  72. preserveDrawingBuffer = false,
  73. powerPreference = 'default',
  74. failIfMajorPerformanceCaveat = false,
  75. } = parameters;
  76. this.isWebGLRenderer = true;
  77. let _alpha;
  78. if ( context !== null ) {
  79. if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {
  80. throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );
  81. }
  82. _alpha = context.getContextAttributes().alpha;
  83. } else {
  84. _alpha = alpha;
  85. }
  86. const uintClearColor = new Uint32Array( 4 );
  87. const intClearColor = new Int32Array( 4 );
  88. let currentRenderList = null;
  89. let currentRenderState = null;
  90. // render() can be called from within a callback triggered by another render.
  91. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  92. const renderListStack = [];
  93. const renderStateStack = [];
  94. // public properties
  95. this.domElement = canvas;
  96. // Debug configuration container
  97. this.debug = {
  98. /**
  99. * Enables error checking and reporting when shader programs are being compiled
  100. * @type {boolean}
  101. */
  102. checkShaderErrors: true,
  103. /**
  104. * Callback for custom error reporting.
  105. * @type {?Function}
  106. */
  107. onShaderError: null
  108. };
  109. // clearing
  110. this.autoClear = true;
  111. this.autoClearColor = true;
  112. this.autoClearDepth = true;
  113. this.autoClearStencil = true;
  114. // scene graph
  115. this.sortObjects = true;
  116. // user-defined clipping
  117. this.clippingPlanes = [];
  118. this.localClippingEnabled = false;
  119. // physically based shading
  120. this._outputColorSpace = SRGBColorSpace;
  121. // physical lights
  122. this._useLegacyLights = false;
  123. // tone mapping
  124. this.toneMapping = NoToneMapping;
  125. this.toneMappingExposure = 1.0;
  126. // internal properties
  127. const _this = this;
  128. let _isContextLost = false;
  129. // internal state cache
  130. let _currentActiveCubeFace = 0;
  131. let _currentActiveMipmapLevel = 0;
  132. let _currentRenderTarget = null;
  133. let _currentMaterialId = - 1;
  134. let _currentCamera = null;
  135. const _currentViewport = new Vector4();
  136. const _currentScissor = new Vector4();
  137. let _currentScissorTest = null;
  138. const _currentClearColor = new Color( 0x000000 );
  139. let _currentClearAlpha = 0;
  140. //
  141. let _width = canvas.width;
  142. let _height = canvas.height;
  143. let _pixelRatio = 1;
  144. let _opaqueSort = null;
  145. let _transparentSort = null;
  146. const _viewport = new Vector4( 0, 0, _width, _height );
  147. const _scissor = new Vector4( 0, 0, _width, _height );
  148. let _scissorTest = false;
  149. // frustum
  150. const _frustum = new Frustum();
  151. // clipping
  152. let _clippingEnabled = false;
  153. let _localClippingEnabled = false;
  154. // camera matrices cache
  155. const _projScreenMatrix = new Matrix4();
  156. const _vector2 = new Vector2();
  157. const _vector3 = new Vector3();
  158. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  159. function getTargetPixelRatio() {
  160. return _currentRenderTarget === null ? _pixelRatio : 1;
  161. }
  162. // initialize
  163. let _gl = context;
  164. function getContext( contextName, contextAttributes ) {
  165. const context = canvas.getContext( contextName, contextAttributes );
  166. if ( context !== null ) return context;
  167. return null;
  168. }
  169. try {
  170. const contextAttributes = {
  171. alpha: true,
  172. depth,
  173. stencil,
  174. antialias,
  175. premultipliedAlpha,
  176. preserveDrawingBuffer,
  177. powerPreference,
  178. failIfMajorPerformanceCaveat,
  179. };
  180. // OffscreenCanvas does not have setAttribute, see #22811
  181. if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
  182. // event listeners must be registered before WebGL context is created, see #12753
  183. canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  184. canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  185. canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
  186. if ( _gl === null ) {
  187. const contextName = 'webgl2';
  188. _gl = getContext( contextName, contextAttributes );
  189. if ( _gl === null ) {
  190. if ( getContext( contextName ) ) {
  191. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  192. } else {
  193. throw new Error( 'Error creating WebGL context.' );
  194. }
  195. }
  196. }
  197. } catch ( error ) {
  198. console.error( 'THREE.WebGLRenderer: ' + error.message );
  199. throw error;
  200. }
  201. let extensions, capabilities, state, info;
  202. let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
  203. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  204. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  205. let utils, bindingStates, uniformsGroups;
  206. function initGLContext() {
  207. extensions = new WebGLExtensions( _gl );
  208. extensions.init();
  209. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  210. utils = new WebGLUtils( _gl, extensions );
  211. state = new WebGLState( _gl );
  212. info = new WebGLInfo( _gl );
  213. properties = new WebGLProperties();
  214. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  215. cubemaps = new WebGLCubeMaps( _this );
  216. cubeuvmaps = new WebGLCubeUVMaps( _this );
  217. attributes = new WebGLAttributes( _gl );
  218. bindingStates = new WebGLBindingStates( _gl, attributes );
  219. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  220. objects = new WebGLObjects( _gl, geometries, attributes, info );
  221. morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
  222. clipping = new WebGLClipping( properties );
  223. programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
  224. materials = new WebGLMaterials( _this, properties );
  225. renderLists = new WebGLRenderLists();
  226. renderStates = new WebGLRenderStates( extensions );
  227. background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
  228. shadowMap = new WebGLShadowMap( _this, objects, capabilities );
  229. uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
  230. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
  231. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
  232. info.programs = programCache.programs;
  233. _this.capabilities = capabilities;
  234. _this.extensions = extensions;
  235. _this.properties = properties;
  236. _this.renderLists = renderLists;
  237. _this.shadowMap = shadowMap;
  238. _this.state = state;
  239. _this.info = info;
  240. }
  241. initGLContext();
  242. // xr
  243. const xr = new WebXRManager( _this, _gl );
  244. this.xr = xr;
  245. // API
  246. this.getContext = function () {
  247. return _gl;
  248. };
  249. this.getContextAttributes = function () {
  250. return _gl.getContextAttributes();
  251. };
  252. this.forceContextLoss = function () {
  253. const extension = extensions.get( 'WEBGL_lose_context' );
  254. if ( extension ) extension.loseContext();
  255. };
  256. this.forceContextRestore = function () {
  257. const extension = extensions.get( 'WEBGL_lose_context' );
  258. if ( extension ) extension.restoreContext();
  259. };
  260. this.getPixelRatio = function () {
  261. return _pixelRatio;
  262. };
  263. this.setPixelRatio = function ( value ) {
  264. if ( value === undefined ) return;
  265. _pixelRatio = value;
  266. this.setSize( _width, _height, false );
  267. };
  268. this.getSize = function ( target ) {
  269. return target.set( _width, _height );
  270. };
  271. this.setSize = function ( width, height, updateStyle = true ) {
  272. if ( xr.isPresenting ) {
  273. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  274. return;
  275. }
  276. _width = width;
  277. _height = height;
  278. canvas.width = Math.floor( width * _pixelRatio );
  279. canvas.height = Math.floor( height * _pixelRatio );
  280. if ( updateStyle === true ) {
  281. canvas.style.width = width + 'px';
  282. canvas.style.height = height + 'px';
  283. }
  284. this.setViewport( 0, 0, width, height );
  285. };
  286. this.getDrawingBufferSize = function ( target ) {
  287. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  288. };
  289. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  290. _width = width;
  291. _height = height;
  292. _pixelRatio = pixelRatio;
  293. canvas.width = Math.floor( width * pixelRatio );
  294. canvas.height = Math.floor( height * pixelRatio );
  295. this.setViewport( 0, 0, width, height );
  296. };
  297. this.getCurrentViewport = function ( target ) {
  298. return target.copy( _currentViewport );
  299. };
  300. this.getViewport = function ( target ) {
  301. return target.copy( _viewport );
  302. };
  303. this.setViewport = function ( x, y, width, height ) {
  304. if ( x.isVector4 ) {
  305. _viewport.set( x.x, x.y, x.z, x.w );
  306. } else {
  307. _viewport.set( x, y, width, height );
  308. }
  309. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );
  310. };
  311. this.getScissor = function ( target ) {
  312. return target.copy( _scissor );
  313. };
  314. this.setScissor = function ( x, y, width, height ) {
  315. if ( x.isVector4 ) {
  316. _scissor.set( x.x, x.y, x.z, x.w );
  317. } else {
  318. _scissor.set( x, y, width, height );
  319. }
  320. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );
  321. };
  322. this.getScissorTest = function () {
  323. return _scissorTest;
  324. };
  325. this.setScissorTest = function ( boolean ) {
  326. state.setScissorTest( _scissorTest = boolean );
  327. };
  328. this.setOpaqueSort = function ( method ) {
  329. _opaqueSort = method;
  330. };
  331. this.setTransparentSort = function ( method ) {
  332. _transparentSort = method;
  333. };
  334. // Clearing
  335. this.getClearColor = function ( target ) {
  336. return target.copy( background.getClearColor() );
  337. };
  338. this.setClearColor = function () {
  339. background.setClearColor.apply( background, arguments );
  340. };
  341. this.getClearAlpha = function () {
  342. return background.getClearAlpha();
  343. };
  344. this.setClearAlpha = function () {
  345. background.setClearAlpha.apply( background, arguments );
  346. };
  347. this.clear = function ( color = true, depth = true, stencil = true ) {
  348. let bits = 0;
  349. if ( color ) {
  350. // check if we're trying to clear an integer target
  351. let isIntegerFormat = false;
  352. if ( _currentRenderTarget !== null ) {
  353. const targetFormat = _currentRenderTarget.texture.format;
  354. isIntegerFormat = targetFormat === RGBAIntegerFormat ||
  355. targetFormat === RGIntegerFormat ||
  356. targetFormat === RedIntegerFormat;
  357. }
  358. // use the appropriate clear functions to clear the target if it's a signed
  359. // or unsigned integer target
  360. if ( isIntegerFormat ) {
  361. const targetType = _currentRenderTarget.texture.type;
  362. const isUnsignedType = targetType === UnsignedByteType ||
  363. targetType === UnsignedIntType ||
  364. targetType === UnsignedShortType ||
  365. targetType === UnsignedInt248Type ||
  366. targetType === UnsignedShort4444Type ||
  367. targetType === UnsignedShort5551Type;
  368. const clearColor = background.getClearColor();
  369. const a = background.getClearAlpha();
  370. const r = clearColor.r;
  371. const g = clearColor.g;
  372. const b = clearColor.b;
  373. if ( isUnsignedType ) {
  374. uintClearColor[ 0 ] = r;
  375. uintClearColor[ 1 ] = g;
  376. uintClearColor[ 2 ] = b;
  377. uintClearColor[ 3 ] = a;
  378. _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
  379. } else {
  380. intClearColor[ 0 ] = r;
  381. intClearColor[ 1 ] = g;
  382. intClearColor[ 2 ] = b;
  383. intClearColor[ 3 ] = a;
  384. _gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
  385. }
  386. } else {
  387. bits |= _gl.COLOR_BUFFER_BIT;
  388. }
  389. }
  390. if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  391. if ( stencil ) {
  392. bits |= _gl.STENCIL_BUFFER_BIT;
  393. this.state.buffers.stencil.setMask( 0xffffffff );
  394. }
  395. _gl.clear( bits );
  396. };
  397. this.clearColor = function () {
  398. this.clear( true, false, false );
  399. };
  400. this.clearDepth = function () {
  401. this.clear( false, true, false );
  402. };
  403. this.clearStencil = function () {
  404. this.clear( false, false, true );
  405. };
  406. //
  407. this.dispose = function () {
  408. canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  409. canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  410. canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
  411. renderLists.dispose();
  412. renderStates.dispose();
  413. properties.dispose();
  414. cubemaps.dispose();
  415. cubeuvmaps.dispose();
  416. objects.dispose();
  417. bindingStates.dispose();
  418. uniformsGroups.dispose();
  419. programCache.dispose();
  420. xr.dispose();
  421. xr.removeEventListener( 'sessionstart', onXRSessionStart );
  422. xr.removeEventListener( 'sessionend', onXRSessionEnd );
  423. animation.stop();
  424. };
  425. // Events
  426. function onContextLost( event ) {
  427. event.preventDefault();
  428. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  429. _isContextLost = true;
  430. }
  431. function onContextRestore( /* event */ ) {
  432. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  433. _isContextLost = false;
  434. const infoAutoReset = info.autoReset;
  435. const shadowMapEnabled = shadowMap.enabled;
  436. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  437. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  438. const shadowMapType = shadowMap.type;
  439. initGLContext();
  440. info.autoReset = infoAutoReset;
  441. shadowMap.enabled = shadowMapEnabled;
  442. shadowMap.autoUpdate = shadowMapAutoUpdate;
  443. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  444. shadowMap.type = shadowMapType;
  445. }
  446. function onContextCreationError( event ) {
  447. console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
  448. }
  449. function onMaterialDispose( event ) {
  450. const material = event.target;
  451. material.removeEventListener( 'dispose', onMaterialDispose );
  452. deallocateMaterial( material );
  453. }
  454. // Buffer deallocation
  455. function deallocateMaterial( material ) {
  456. releaseMaterialProgramReferences( material );
  457. properties.remove( material );
  458. }
  459. function releaseMaterialProgramReferences( material ) {
  460. const programs = properties.get( material ).programs;
  461. if ( programs !== undefined ) {
  462. programs.forEach( function ( program ) {
  463. programCache.releaseProgram( program );
  464. } );
  465. if ( material.isShaderMaterial ) {
  466. programCache.releaseShaderCache( material );
  467. }
  468. }
  469. }
  470. // Buffer rendering
  471. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  472. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  473. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  474. const program = setProgram( camera, scene, geometry, material, object );
  475. state.setMaterial( material, frontFaceCW );
  476. //
  477. let index = geometry.index;
  478. let rangeFactor = 1;
  479. if ( material.wireframe === true ) {
  480. index = geometries.getWireframeAttribute( geometry );
  481. if ( index === undefined ) return;
  482. rangeFactor = 2;
  483. }
  484. //
  485. const drawRange = geometry.drawRange;
  486. const position = geometry.attributes.position;
  487. let drawStart = drawRange.start * rangeFactor;
  488. let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
  489. if ( group !== null ) {
  490. drawStart = Math.max( drawStart, group.start * rangeFactor );
  491. drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
  492. }
  493. if ( index !== null ) {
  494. drawStart = Math.max( drawStart, 0 );
  495. drawEnd = Math.min( drawEnd, index.count );
  496. } else if ( position !== undefined && position !== null ) {
  497. drawStart = Math.max( drawStart, 0 );
  498. drawEnd = Math.min( drawEnd, position.count );
  499. }
  500. const drawCount = drawEnd - drawStart;
  501. if ( drawCount < 0 || drawCount === Infinity ) return;
  502. //
  503. bindingStates.setup( object, material, program, geometry, index );
  504. let attribute;
  505. let renderer = bufferRenderer;
  506. if ( index !== null ) {
  507. attribute = attributes.get( index );
  508. renderer = indexedBufferRenderer;
  509. renderer.setIndex( attribute );
  510. }
  511. //
  512. if ( object.isMesh ) {
  513. if ( material.wireframe === true ) {
  514. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  515. renderer.setMode( _gl.LINES );
  516. } else {
  517. renderer.setMode( _gl.TRIANGLES );
  518. }
  519. } else if ( object.isLine ) {
  520. let lineWidth = material.linewidth;
  521. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  522. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  523. if ( object.isLineSegments ) {
  524. renderer.setMode( _gl.LINES );
  525. } else if ( object.isLineLoop ) {
  526. renderer.setMode( _gl.LINE_LOOP );
  527. } else {
  528. renderer.setMode( _gl.LINE_STRIP );
  529. }
  530. } else if ( object.isPoints ) {
  531. renderer.setMode( _gl.POINTS );
  532. } else if ( object.isSprite ) {
  533. renderer.setMode( _gl.TRIANGLES );
  534. }
  535. if ( object.isBatchedMesh ) {
  536. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  537. } else if ( object.isInstancedMesh ) {
  538. renderer.renderInstances( drawStart, drawCount, object.count );
  539. } else if ( geometry.isInstancedBufferGeometry ) {
  540. const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
  541. const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
  542. renderer.renderInstances( drawStart, drawCount, instanceCount );
  543. } else {
  544. renderer.render( drawStart, drawCount );
  545. }
  546. };
  547. // Compile
  548. function prepareMaterial( material, scene, object ) {
  549. if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
  550. material.side = BackSide;
  551. material.needsUpdate = true;
  552. getProgram( material, scene, object );
  553. material.side = FrontSide;
  554. material.needsUpdate = true;
  555. getProgram( material, scene, object );
  556. material.side = DoubleSide;
  557. } else {
  558. getProgram( material, scene, object );
  559. }
  560. }
  561. this.compile = function ( scene, camera, targetScene = null ) {
  562. if ( targetScene === null ) targetScene = scene;
  563. currentRenderState = renderStates.get( targetScene );
  564. currentRenderState.init();
  565. renderStateStack.push( currentRenderState );
  566. // gather lights from both the target scene and the new object that will be added to the scene.
  567. targetScene.traverseVisible( function ( object ) {
  568. if ( object.isLight && object.layers.test( camera.layers ) ) {
  569. currentRenderState.pushLight( object );
  570. if ( object.castShadow ) {
  571. currentRenderState.pushShadow( object );
  572. }
  573. }
  574. } );
  575. if ( scene !== targetScene ) {
  576. scene.traverseVisible( function ( object ) {
  577. if ( object.isLight && object.layers.test( camera.layers ) ) {
  578. currentRenderState.pushLight( object );
  579. if ( object.castShadow ) {
  580. currentRenderState.pushShadow( object );
  581. }
  582. }
  583. } );
  584. }
  585. currentRenderState.setupLights( _this._useLegacyLights );
  586. // Only initialize materials in the new scene, not the targetScene.
  587. const materials = new Set();
  588. scene.traverse( function ( object ) {
  589. const material = object.material;
  590. if ( material ) {
  591. if ( Array.isArray( material ) ) {
  592. for ( let i = 0; i < material.length; i ++ ) {
  593. const material2 = material[ i ];
  594. prepareMaterial( material2, targetScene, object );
  595. materials.add( material2 );
  596. }
  597. } else {
  598. prepareMaterial( material, targetScene, object );
  599. materials.add( material );
  600. }
  601. }
  602. } );
  603. renderStateStack.pop();
  604. currentRenderState = null;
  605. return materials;
  606. };
  607. // compileAsync
  608. this.compileAsync = function ( scene, camera, targetScene = null ) {
  609. const materials = this.compile( scene, camera, targetScene );
  610. // Wait for all the materials in the new object to indicate that they're
  611. // ready to be used before resolving the promise.
  612. return new Promise( ( resolve ) => {
  613. function checkMaterialsReady() {
  614. materials.forEach( function ( material ) {
  615. const materialProperties = properties.get( material );
  616. const program = materialProperties.currentProgram;
  617. if ( program.isReady() ) {
  618. // remove any programs that report they're ready to use from the list
  619. materials.delete( material );
  620. }
  621. } );
  622. // once the list of compiling materials is empty, call the callback
  623. if ( materials.size === 0 ) {
  624. resolve( scene );
  625. return;
  626. }
  627. // if some materials are still not ready, wait a bit and check again
  628. setTimeout( checkMaterialsReady, 10 );
  629. }
  630. if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
  631. // If we can check the compilation status of the materials without
  632. // blocking then do so right away.
  633. checkMaterialsReady();
  634. } else {
  635. // Otherwise start by waiting a bit to give the materials we just
  636. // initialized a chance to finish.
  637. setTimeout( checkMaterialsReady, 10 );
  638. }
  639. } );
  640. };
  641. // Animation Loop
  642. let onAnimationFrameCallback = null;
  643. function onAnimationFrame( time ) {
  644. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  645. }
  646. function onXRSessionStart() {
  647. animation.stop();
  648. }
  649. function onXRSessionEnd() {
  650. animation.start();
  651. }
  652. const animation = new WebGLAnimation();
  653. animation.setAnimationLoop( onAnimationFrame );
  654. if ( typeof self !== 'undefined' ) animation.setContext( self );
  655. this.setAnimationLoop = function ( callback ) {
  656. onAnimationFrameCallback = callback;
  657. xr.setAnimationLoop( callback );
  658. ( callback === null ) ? animation.stop() : animation.start();
  659. };
  660. xr.addEventListener( 'sessionstart', onXRSessionStart );
  661. xr.addEventListener( 'sessionend', onXRSessionEnd );
  662. // Rendering
  663. this.render = function ( scene, camera ) {
  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. // update scene graph
  670. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  671. // update camera matrices and frustum
  672. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  673. if ( xr.enabled === true && xr.isPresenting === true ) {
  674. if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
  675. camera = xr.getCamera(); // use XR camera for rendering
  676. }
  677. //
  678. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
  679. currentRenderState = renderStates.get( scene, renderStateStack.length );
  680. currentRenderState.init();
  681. renderStateStack.push( currentRenderState );
  682. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  683. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  684. _localClippingEnabled = this.localClippingEnabled;
  685. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
  686. currentRenderList = renderLists.get( scene, renderListStack.length );
  687. currentRenderList.init();
  688. renderListStack.push( currentRenderList );
  689. projectObject( scene, camera, 0, _this.sortObjects );
  690. currentRenderList.finish();
  691. if ( _this.sortObjects === true ) {
  692. currentRenderList.sort( _opaqueSort, _transparentSort );
  693. }
  694. //
  695. this.info.render.frame ++;
  696. if ( _clippingEnabled === true ) clipping.beginShadows();
  697. const shadowsArray = currentRenderState.state.shadowsArray;
  698. shadowMap.render( shadowsArray, scene, camera );
  699. if ( _clippingEnabled === true ) clipping.endShadows();
  700. //
  701. if ( this.info.autoReset === true ) this.info.reset();
  702. //
  703. if ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {
  704. background.render( currentRenderList, scene );
  705. }
  706. // render scene
  707. currentRenderState.setupLights( _this._useLegacyLights );
  708. if ( camera.isArrayCamera ) {
  709. const cameras = camera.cameras;
  710. for ( let i = 0, l = cameras.length; i < l; i ++ ) {
  711. const camera2 = cameras[ i ];
  712. renderScene( currentRenderList, scene, camera2, camera2.viewport );
  713. }
  714. } else {
  715. renderScene( currentRenderList, scene, camera );
  716. }
  717. //
  718. if ( _currentRenderTarget !== null ) {
  719. // resolve multisample renderbuffers to a single-sample texture if necessary
  720. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  721. // Generate mipmap if we're using any kind of mipmap filtering
  722. textures.updateRenderTargetMipmap( _currentRenderTarget );
  723. }
  724. //
  725. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  726. // _gl.finish();
  727. bindingStates.resetDefaultState();
  728. _currentMaterialId = - 1;
  729. _currentCamera = null;
  730. renderStateStack.pop();
  731. if ( renderStateStack.length > 0 ) {
  732. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  733. } else {
  734. currentRenderState = null;
  735. }
  736. renderListStack.pop();
  737. if ( renderListStack.length > 0 ) {
  738. currentRenderList = renderListStack[ renderListStack.length - 1 ];
  739. } else {
  740. currentRenderList = null;
  741. }
  742. };
  743. function projectObject( object, camera, groupOrder, sortObjects ) {
  744. if ( object.visible === false ) return;
  745. const visible = object.layers.test( camera.layers );
  746. if ( visible ) {
  747. if ( object.isGroup ) {
  748. groupOrder = object.renderOrder;
  749. } else if ( object.isLOD ) {
  750. if ( object.autoUpdate === true ) object.update( camera );
  751. } else if ( object.isLight ) {
  752. currentRenderState.pushLight( object );
  753. if ( object.castShadow ) {
  754. currentRenderState.pushShadow( object );
  755. }
  756. } else if ( object.isSprite ) {
  757. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  758. if ( sortObjects ) {
  759. _vector3.setFromMatrixPosition( object.matrixWorld )
  760. .applyMatrix4( _projScreenMatrix );
  761. }
  762. const geometry = objects.update( object );
  763. const material = object.material;
  764. if ( material.visible ) {
  765. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  766. }
  767. }
  768. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  769. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  770. const geometry = objects.update( object );
  771. const material = object.material;
  772. if ( sortObjects ) {
  773. if ( object.boundingSphere !== undefined ) {
  774. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  775. _vector3.copy( object.boundingSphere.center );
  776. } else {
  777. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  778. _vector3.copy( geometry.boundingSphere.center );
  779. }
  780. _vector3
  781. .applyMatrix4( object.matrixWorld )
  782. .applyMatrix4( _projScreenMatrix );
  783. }
  784. if ( Array.isArray( material ) ) {
  785. const groups = geometry.groups;
  786. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  787. const group = groups[ i ];
  788. const groupMaterial = material[ group.materialIndex ];
  789. if ( groupMaterial && groupMaterial.visible ) {
  790. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  791. }
  792. }
  793. } else if ( material.visible ) {
  794. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  795. }
  796. }
  797. }
  798. }
  799. const children = object.children;
  800. for ( let i = 0, l = children.length; i < l; i ++ ) {
  801. projectObject( children[ i ], camera, groupOrder, sortObjects );
  802. }
  803. }
  804. function renderScene( currentRenderList, scene, camera, viewport ) {
  805. const opaqueObjects = currentRenderList.opaque;
  806. const transmissiveObjects = currentRenderList.transmissive;
  807. const transparentObjects = currentRenderList.transparent;
  808. currentRenderState.setupLightsView( camera );
  809. if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
  810. if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
  811. if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
  812. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  813. if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
  814. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  815. // Ensure depth buffer writing is enabled so it can be cleared on next render
  816. state.buffers.depth.setTest( true );
  817. state.buffers.depth.setMask( true );
  818. state.buffers.color.setMask( true );
  819. state.setPolygonOffset( false );
  820. }
  821. function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
  822. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  823. if ( overrideMaterial !== null ) {
  824. return;
  825. }
  826. if ( currentRenderState.state.transmissionRenderTarget === null ) {
  827. currentRenderState.state.transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
  828. generateMipmaps: true,
  829. type: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,
  830. minFilter: LinearMipmapLinearFilter,
  831. samples: 4,
  832. stencilBuffer: stencil
  833. } );
  834. const renderTargetProperties = properties.get( currentRenderState.state.transmissionRenderTarget );
  835. renderTargetProperties.__isTransmissionRenderTarget = true;
  836. // debug
  837. /*
  838. const geometry = new PlaneGeometry();
  839. const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
  840. const mesh = new Mesh( geometry, material );
  841. scene.add( mesh );
  842. */
  843. }
  844. const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget;
  845. _this.getDrawingBufferSize( _vector2 );
  846. transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
  847. //
  848. const currentRenderTarget = _this.getRenderTarget();
  849. _this.setRenderTarget( transmissionRenderTarget );
  850. _this.getClearColor( _currentClearColor );
  851. _currentClearAlpha = _this.getClearAlpha();
  852. if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
  853. _this.clear();
  854. // Turn off the features which can affect the frag color for opaque objects pass.
  855. // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  856. const currentToneMapping = _this.toneMapping;
  857. _this.toneMapping = NoToneMapping;
  858. renderObjects( opaqueObjects, scene, camera );
  859. textures.updateMultisampleRenderTarget( transmissionRenderTarget );
  860. textures.updateRenderTargetMipmap( transmissionRenderTarget );
  861. let renderTargetNeedsUpdate = false;
  862. for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
  863. const renderItem = transmissiveObjects[ i ];
  864. const object = renderItem.object;
  865. const geometry = renderItem.geometry;
  866. const material = renderItem.material;
  867. const group = renderItem.group;
  868. if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
  869. const currentSide = material.side;
  870. material.side = BackSide;
  871. material.needsUpdate = true;
  872. renderObject( object, scene, camera, geometry, material, group );
  873. material.side = currentSide;
  874. material.needsUpdate = true;
  875. renderTargetNeedsUpdate = true;
  876. }
  877. }
  878. if ( renderTargetNeedsUpdate === true ) {
  879. textures.updateMultisampleRenderTarget( transmissionRenderTarget );
  880. textures.updateRenderTargetMipmap( transmissionRenderTarget );
  881. }
  882. _this.setRenderTarget( currentRenderTarget );
  883. _this.setClearColor( _currentClearColor, _currentClearAlpha );
  884. _this.toneMapping = currentToneMapping;
  885. }
  886. function renderObjects( renderList, scene, camera ) {
  887. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  888. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  889. const renderItem = renderList[ i ];
  890. const object = renderItem.object;
  891. const geometry = renderItem.geometry;
  892. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  893. const group = renderItem.group;
  894. if ( object.layers.test( camera.layers ) ) {
  895. renderObject( object, scene, camera, geometry, material, group );
  896. }
  897. }
  898. }
  899. function renderObject( object, scene, camera, geometry, material, group ) {
  900. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  901. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  902. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  903. material.onBeforeRender( _this, scene, camera, geometry, object, group );
  904. if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
  905. material.side = BackSide;
  906. material.needsUpdate = true;
  907. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  908. material.side = FrontSide;
  909. material.needsUpdate = true;
  910. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  911. material.side = DoubleSide;
  912. } else {
  913. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  914. }
  915. object.onAfterRender( _this, scene, camera, geometry, material, group );
  916. }
  917. function getProgram( material, scene, object ) {
  918. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  919. const materialProperties = properties.get( material );
  920. const lights = currentRenderState.state.lights;
  921. const shadowsArray = currentRenderState.state.shadowsArray;
  922. const lightsStateVersion = lights.state.version;
  923. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  924. const programCacheKey = programCache.getProgramCacheKey( parameters );
  925. let programs = materialProperties.programs;
  926. // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  927. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  928. materialProperties.fog = scene.fog;
  929. materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
  930. materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
  931. if ( programs === undefined ) {
  932. // new material
  933. material.addEventListener( 'dispose', onMaterialDispose );
  934. programs = new Map();
  935. materialProperties.programs = programs;
  936. }
  937. let program = programs.get( programCacheKey );
  938. if ( program !== undefined ) {
  939. // early out if program and light state is identical
  940. if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
  941. updateCommonMaterialProperties( material, parameters );
  942. return program;
  943. }
  944. } else {
  945. parameters.uniforms = programCache.getUniforms( material );
  946. material.onBuild( object, parameters, _this );
  947. material.onBeforeCompile( parameters, _this );
  948. program = programCache.acquireProgram( parameters, programCacheKey );
  949. programs.set( programCacheKey, program );
  950. materialProperties.uniforms = parameters.uniforms;
  951. }
  952. const uniforms = materialProperties.uniforms;
  953. if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
  954. uniforms.clippingPlanes = clipping.uniform;
  955. }
  956. updateCommonMaterialProperties( material, parameters );
  957. // store the light setup it was created for
  958. materialProperties.needsLights = materialNeedsLights( material );
  959. materialProperties.lightsStateVersion = lightsStateVersion;
  960. if ( materialProperties.needsLights ) {
  961. // wire up the material to this renderer's lighting state
  962. uniforms.ambientLightColor.value = lights.state.ambient;
  963. uniforms.lightProbe.value = lights.state.probe;
  964. uniforms.directionalLights.value = lights.state.directional;
  965. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  966. uniforms.spotLights.value = lights.state.spot;
  967. uniforms.spotLightShadows.value = lights.state.spotShadow;
  968. uniforms.rectAreaLights.value = lights.state.rectArea;
  969. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  970. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  971. uniforms.pointLights.value = lights.state.point;
  972. uniforms.pointLightShadows.value = lights.state.pointShadow;
  973. uniforms.hemisphereLights.value = lights.state.hemi;
  974. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  975. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  976. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  977. uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
  978. uniforms.spotLightMap.value = lights.state.spotLightMap;
  979. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  980. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  981. // TODO (abelnation): add area lights shadow info to uniforms
  982. }
  983. materialProperties.currentProgram = program;
  984. materialProperties.uniformsList = null;
  985. return program;
  986. }
  987. function getUniformList( materialProperties ) {
  988. if ( materialProperties.uniformsList === null ) {
  989. const progUniforms = materialProperties.currentProgram.getUniforms();
  990. materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
  991. }
  992. return materialProperties.uniformsList;
  993. }
  994. function updateCommonMaterialProperties( material, parameters ) {
  995. const materialProperties = properties.get( material );
  996. materialProperties.outputColorSpace = parameters.outputColorSpace;
  997. materialProperties.batching = parameters.batching;
  998. materialProperties.instancing = parameters.instancing;
  999. materialProperties.instancingColor = parameters.instancingColor;
  1000. materialProperties.instancingMorph = parameters.instancingMorph;
  1001. materialProperties.skinning = parameters.skinning;
  1002. materialProperties.morphTargets = parameters.morphTargets;
  1003. materialProperties.morphNormals = parameters.morphNormals;
  1004. materialProperties.morphColors = parameters.morphColors;
  1005. materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  1006. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  1007. materialProperties.numIntersection = parameters.numClipIntersection;
  1008. materialProperties.vertexAlphas = parameters.vertexAlphas;
  1009. materialProperties.vertexTangents = parameters.vertexTangents;
  1010. materialProperties.toneMapping = parameters.toneMapping;
  1011. }
  1012. function setProgram( camera, scene, geometry, material, object ) {
  1013. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  1014. textures.resetTextureUnits();
  1015. const fog = scene.fog;
  1016. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  1017. const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
  1018. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  1019. const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
  1020. const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
  1021. const morphTargets = !! geometry.morphAttributes.position;
  1022. const morphNormals = !! geometry.morphAttributes.normal;
  1023. const morphColors = !! geometry.morphAttributes.color;
  1024. let toneMapping = NoToneMapping;
  1025. if ( material.toneMapped ) {
  1026. if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
  1027. toneMapping = _this.toneMapping;
  1028. }
  1029. }
  1030. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  1031. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  1032. const materialProperties = properties.get( material );
  1033. const lights = currentRenderState.state.lights;
  1034. if ( _clippingEnabled === true ) {
  1035. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  1036. const useCache =
  1037. camera === _currentCamera &&
  1038. material.id === _currentMaterialId;
  1039. // we might want to call this function with some ClippingGroup
  1040. // object instead of the material, once it becomes feasible
  1041. // (#8465, #8379)
  1042. clipping.setState( material, camera, useCache );
  1043. }
  1044. }
  1045. //
  1046. let needsProgramChange = false;
  1047. if ( material.version === materialProperties.__version ) {
  1048. if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  1049. needsProgramChange = true;
  1050. } else if ( materialProperties.outputColorSpace !== colorSpace ) {
  1051. needsProgramChange = true;
  1052. } else if ( object.isBatchedMesh && materialProperties.batching === false ) {
  1053. needsProgramChange = true;
  1054. } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
  1055. needsProgramChange = true;
  1056. } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
  1057. needsProgramChange = true;
  1058. } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
  1059. needsProgramChange = true;
  1060. } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
  1061. needsProgramChange = true;
  1062. } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
  1063. needsProgramChange = true;
  1064. } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
  1065. needsProgramChange = true;
  1066. } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
  1067. needsProgramChange = true;
  1068. } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {
  1069. needsProgramChange = true;
  1070. } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {
  1071. needsProgramChange = true;
  1072. } else if ( materialProperties.envMap !== envMap ) {
  1073. needsProgramChange = true;
  1074. } else if ( material.fog === true && materialProperties.fog !== fog ) {
  1075. needsProgramChange = true;
  1076. } else if ( materialProperties.numClippingPlanes !== undefined &&
  1077. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  1078. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  1079. needsProgramChange = true;
  1080. } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
  1081. needsProgramChange = true;
  1082. } else if ( materialProperties.vertexTangents !== vertexTangents ) {
  1083. needsProgramChange = true;
  1084. } else if ( materialProperties.morphTargets !== morphTargets ) {
  1085. needsProgramChange = true;
  1086. } else if ( materialProperties.morphNormals !== morphNormals ) {
  1087. needsProgramChange = true;
  1088. } else if ( materialProperties.morphColors !== morphColors ) {
  1089. needsProgramChange = true;
  1090. } else if ( materialProperties.toneMapping !== toneMapping ) {
  1091. needsProgramChange = true;
  1092. } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {
  1093. needsProgramChange = true;
  1094. }
  1095. } else {
  1096. needsProgramChange = true;
  1097. materialProperties.__version = material.version;
  1098. }
  1099. //
  1100. let program = materialProperties.currentProgram;
  1101. if ( needsProgramChange === true ) {
  1102. program = getProgram( material, scene, object );
  1103. }
  1104. let refreshProgram = false;
  1105. let refreshMaterial = false;
  1106. let refreshLights = false;
  1107. const p_uniforms = program.getUniforms(),
  1108. m_uniforms = materialProperties.uniforms;
  1109. if ( state.useProgram( program.program ) ) {
  1110. refreshProgram = true;
  1111. refreshMaterial = true;
  1112. refreshLights = true;
  1113. }
  1114. if ( material.id !== _currentMaterialId ) {
  1115. _currentMaterialId = material.id;
  1116. refreshMaterial = true;
  1117. }
  1118. if ( refreshProgram || _currentCamera !== camera ) {
  1119. // common camera uniforms
  1120. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  1121. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  1122. const uCamPos = p_uniforms.map.cameraPosition;
  1123. if ( uCamPos !== undefined ) {
  1124. uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  1125. }
  1126. if ( capabilities.logarithmicDepthBuffer ) {
  1127. p_uniforms.setValue( _gl, 'logDepthBufFC',
  1128. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  1129. }
  1130. // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
  1131. if ( material.isMeshPhongMaterial ||
  1132. material.isMeshToonMaterial ||
  1133. material.isMeshLambertMaterial ||
  1134. material.isMeshBasicMaterial ||
  1135. material.isMeshStandardMaterial ||
  1136. material.isShaderMaterial ) {
  1137. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  1138. }
  1139. if ( _currentCamera !== camera ) {
  1140. _currentCamera = camera;
  1141. // lighting uniforms depend on the camera so enforce an update
  1142. // now, in case this material supports lights - or later, when
  1143. // the next material that does gets activated:
  1144. refreshMaterial = true; // set to true on material change
  1145. refreshLights = true; // remains set until update done
  1146. }
  1147. }
  1148. // skinning and morph target uniforms must be set even if material didn't change
  1149. // auto-setting of texture unit for bone and morph texture must go before other textures
  1150. // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
  1151. if ( object.isSkinnedMesh ) {
  1152. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  1153. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  1154. const skeleton = object.skeleton;
  1155. if ( skeleton ) {
  1156. if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
  1157. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  1158. }
  1159. }
  1160. if ( object.isBatchedMesh ) {
  1161. p_uniforms.setOptional( _gl, object, 'batchingTexture' );
  1162. p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
  1163. }
  1164. const morphAttributes = geometry.morphAttributes;
  1165. if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {
  1166. morphtargets.update( object, geometry, program );
  1167. }
  1168. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  1169. materialProperties.receiveShadow = object.receiveShadow;
  1170. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  1171. }
  1172. // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
  1173. if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
  1174. m_uniforms.envMap.value = envMap;
  1175. m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
  1176. }
  1177. if ( refreshMaterial ) {
  1178. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  1179. if ( materialProperties.needsLights ) {
  1180. // the current material requires lighting info
  1181. // note: all lighting uniforms are always set correctly
  1182. // they simply reference the renderer's state for their
  1183. // values
  1184. //
  1185. // use the current material's .needsUpdate flags to set
  1186. // the GL state when required
  1187. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1188. }
  1189. // refresh uniforms common to several materials
  1190. if ( fog && material.fog === true ) {
  1191. materials.refreshFogUniforms( m_uniforms, fog );
  1192. }
  1193. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget );
  1194. WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
  1195. }
  1196. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  1197. WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
  1198. material.uniformsNeedUpdate = false;
  1199. }
  1200. if ( material.isSpriteMaterial ) {
  1201. p_uniforms.setValue( _gl, 'center', object.center );
  1202. }
  1203. // common matrices
  1204. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1205. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1206. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1207. // UBOs
  1208. if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
  1209. const groups = material.uniformsGroups;
  1210. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  1211. const group = groups[ i ];
  1212. uniformsGroups.update( group, program );
  1213. uniformsGroups.bind( group, program );
  1214. }
  1215. }
  1216. return program;
  1217. }
  1218. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1219. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1220. uniforms.ambientLightColor.needsUpdate = value;
  1221. uniforms.lightProbe.needsUpdate = value;
  1222. uniforms.directionalLights.needsUpdate = value;
  1223. uniforms.directionalLightShadows.needsUpdate = value;
  1224. uniforms.pointLights.needsUpdate = value;
  1225. uniforms.pointLightShadows.needsUpdate = value;
  1226. uniforms.spotLights.needsUpdate = value;
  1227. uniforms.spotLightShadows.needsUpdate = value;
  1228. uniforms.rectAreaLights.needsUpdate = value;
  1229. uniforms.hemisphereLights.needsUpdate = value;
  1230. }
  1231. function materialNeedsLights( material ) {
  1232. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1233. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1234. ( material.isShaderMaterial && material.lights === true );
  1235. }
  1236. this.getActiveCubeFace = function () {
  1237. return _currentActiveCubeFace;
  1238. };
  1239. this.getActiveMipmapLevel = function () {
  1240. return _currentActiveMipmapLevel;
  1241. };
  1242. this.getRenderTarget = function () {
  1243. return _currentRenderTarget;
  1244. };
  1245. this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
  1246. properties.get( renderTarget.texture ).__webglTexture = colorTexture;
  1247. properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
  1248. const renderTargetProperties = properties.get( renderTarget );
  1249. renderTargetProperties.__hasExternalTextures = true;
  1250. renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
  1251. if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
  1252. // The multisample_render_to_texture extension doesn't work properly if there
  1253. // are midframe flushes and an external depth buffer. Disable use of the extension.
  1254. if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
  1255. console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
  1256. renderTargetProperties.__useRenderToTexture = false;
  1257. }
  1258. }
  1259. };
  1260. this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
  1261. const renderTargetProperties = properties.get( renderTarget );
  1262. renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
  1263. renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
  1264. };
  1265. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1266. _currentRenderTarget = renderTarget;
  1267. _currentActiveCubeFace = activeCubeFace;
  1268. _currentActiveMipmapLevel = activeMipmapLevel;
  1269. let useDefaultFramebuffer = true;
  1270. let framebuffer = null;
  1271. let isCube = false;
  1272. let isRenderTarget3D = false;
  1273. if ( renderTarget ) {
  1274. const renderTargetProperties = properties.get( renderTarget );
  1275. if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
  1276. // We need to make sure to rebind the framebuffer.
  1277. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1278. useDefaultFramebuffer = false;
  1279. } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
  1280. textures.setupRenderTarget( renderTarget );
  1281. } else if ( renderTargetProperties.__hasExternalTextures ) {
  1282. // Color and depth texture must be rebound in order for the swapchain to update.
  1283. textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
  1284. }
  1285. const texture = renderTarget.texture;
  1286. if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
  1287. isRenderTarget3D = true;
  1288. }
  1289. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1290. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1291. if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
  1292. framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
  1293. } else {
  1294. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1295. }
  1296. isCube = true;
  1297. } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
  1298. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1299. } else {
  1300. if ( Array.isArray( __webglFramebuffer ) ) {
  1301. framebuffer = __webglFramebuffer[ activeMipmapLevel ];
  1302. } else {
  1303. framebuffer = __webglFramebuffer;
  1304. }
  1305. }
  1306. _currentViewport.copy( renderTarget.viewport );
  1307. _currentScissor.copy( renderTarget.scissor );
  1308. _currentScissorTest = renderTarget.scissorTest;
  1309. } else {
  1310. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1311. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1312. _currentScissorTest = _scissorTest;
  1313. }
  1314. const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1315. if ( framebufferBound && useDefaultFramebuffer ) {
  1316. state.drawBuffers( renderTarget, framebuffer );
  1317. }
  1318. state.viewport( _currentViewport );
  1319. state.scissor( _currentScissor );
  1320. state.setScissorTest( _currentScissorTest );
  1321. if ( isCube ) {
  1322. const textureProperties = properties.get( renderTarget.texture );
  1323. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1324. } else if ( isRenderTarget3D ) {
  1325. const textureProperties = properties.get( renderTarget.texture );
  1326. const layer = activeCubeFace || 0;
  1327. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1328. }
  1329. _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
  1330. };
  1331. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1332. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1333. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1334. return;
  1335. }
  1336. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1337. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1338. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1339. }
  1340. if ( framebuffer ) {
  1341. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1342. try {
  1343. const texture = renderTarget.texture;
  1344. const textureFormat = texture.format;
  1345. const textureType = texture.type;
  1346. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1347. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1348. return;
  1349. }
  1350. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) );
  1351. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  1352. textureType !== FloatType && ! halfFloatSupportedByExt ) {
  1353. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1354. return;
  1355. }
  1356. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1357. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1358. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1359. }
  1360. } finally {
  1361. // restore framebuffer of current render target if necessary
  1362. const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  1363. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1364. }
  1365. }
  1366. };
  1367. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1368. const levelScale = Math.pow( 2, - level );
  1369. const width = Math.floor( texture.image.width * levelScale );
  1370. const height = Math.floor( texture.image.height * levelScale );
  1371. textures.setTexture2D( texture, 0 );
  1372. _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );
  1373. state.unbindTexture();
  1374. };
  1375. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1376. const width = srcTexture.image.width;
  1377. const height = srcTexture.image.height;
  1378. const glFormat = utils.convert( dstTexture.format );
  1379. const glType = utils.convert( dstTexture.type );
  1380. textures.setTexture2D( dstTexture, 0 );
  1381. // As another texture upload may have changed pixelStorei
  1382. // parameters, make sure they are correct for the dstTexture
  1383. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1384. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1385. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1386. if ( srcTexture.isDataTexture ) {
  1387. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1388. } else {
  1389. if ( srcTexture.isCompressedTexture ) {
  1390. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1391. } else {
  1392. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1393. }
  1394. }
  1395. // Generate mipmaps only when copying level 0
  1396. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1397. state.unbindTexture();
  1398. };
  1399. this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
  1400. const width = Math.round( sourceBox.max.x - sourceBox.min.x );
  1401. const height = Math.round( sourceBox.max.y - sourceBox.min.y );
  1402. const depth = sourceBox.max.z - sourceBox.min.z + 1;
  1403. const glFormat = utils.convert( dstTexture.format );
  1404. const glType = utils.convert( dstTexture.type );
  1405. let glTarget;
  1406. if ( dstTexture.isData3DTexture ) {
  1407. textures.setTexture3D( dstTexture, 0 );
  1408. glTarget = _gl.TEXTURE_3D;
  1409. } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
  1410. textures.setTexture2DArray( dstTexture, 0 );
  1411. glTarget = _gl.TEXTURE_2D_ARRAY;
  1412. } else {
  1413. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1414. return;
  1415. }
  1416. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1417. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1418. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1419. const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  1420. const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  1421. const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  1422. const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  1423. const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
  1424. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
  1425. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
  1426. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
  1427. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  1428. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  1429. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
  1430. if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
  1431. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
  1432. } else {
  1433. if ( dstTexture.isCompressedArrayTexture ) {
  1434. _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
  1435. } else {
  1436. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
  1437. }
  1438. }
  1439. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  1440. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  1441. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  1442. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  1443. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
  1444. // Generate mipmaps only when copying level 0
  1445. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
  1446. state.unbindTexture();
  1447. };
  1448. this.initTexture = function ( texture ) {
  1449. if ( texture.isCubeTexture ) {
  1450. textures.setTextureCube( texture, 0 );
  1451. } else if ( texture.isData3DTexture ) {
  1452. textures.setTexture3D( texture, 0 );
  1453. } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
  1454. textures.setTexture2DArray( texture, 0 );
  1455. } else {
  1456. textures.setTexture2D( texture, 0 );
  1457. }
  1458. state.unbindTexture();
  1459. };
  1460. this.resetState = function () {
  1461. _currentActiveCubeFace = 0;
  1462. _currentActiveMipmapLevel = 0;
  1463. _currentRenderTarget = null;
  1464. state.reset();
  1465. bindingStates.reset();
  1466. };
  1467. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1468. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  1469. }
  1470. }
  1471. get coordinateSystem() {
  1472. return WebGLCoordinateSystem;
  1473. }
  1474. get outputColorSpace() {
  1475. return this._outputColorSpace;
  1476. }
  1477. set outputColorSpace( colorSpace ) {
  1478. this._outputColorSpace = colorSpace;
  1479. const gl = this.getContext();
  1480. gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
  1481. gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
  1482. }
  1483. get useLegacyLights() { // @deprecated, r155
  1484. console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
  1485. return this._useLegacyLights;
  1486. }
  1487. set useLegacyLights( value ) { // @deprecated, r155
  1488. console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
  1489. this._useLegacyLights = value;
  1490. }
  1491. }
  1492. export { WebGLRenderer };