WebGLBackend.js 28 KB

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  1. import { WebGLCoordinateSystem } from 'three';
  2. import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
  3. import Backend from '../common/Backend.js';
  4. import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
  5. import WebGLState from './utils/WebGLState.js';
  6. import WebGLUtils from './utils/WebGLUtils.js';
  7. import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
  8. import WebGLExtensions from './utils/WebGLExtensions.js';
  9. import WebGLCapabilities from './utils/WebGLCapabilities.js';
  10. import { GLFeatureName } from './utils/WebGLConstants.js';
  11. //
  12. class WebGLBackend extends Backend {
  13. constructor( parameters = {} ) {
  14. super( parameters );
  15. this.isWebGLBackend = true;
  16. }
  17. init( renderer ) {
  18. super.init( renderer );
  19. //
  20. const parameters = this.parameters;
  21. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  22. this.gl = glContext;
  23. this.extensions = new WebGLExtensions( this );
  24. this.capabilities = new WebGLCapabilities( this );
  25. this.attributeUtils = new WebGLAttributeUtils( this );
  26. this.textureUtils = new WebGLTextureUtils( this );
  27. this.state = new WebGLState( this );
  28. this.utils = new WebGLUtils( this );
  29. this.vaoCache = {};
  30. this.transformFeedbackCache = {};
  31. this.discard = false;
  32. this.extensions.get( 'EXT_color_buffer_float' );
  33. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  34. this._currentContext = null;
  35. }
  36. get coordinateSystem() {
  37. return WebGLCoordinateSystem;
  38. }
  39. async getArrayBufferAsync( attribute ) {
  40. return await this.attributeUtils.getArrayBufferAsync( attribute );
  41. }
  42. getContext() {
  43. return this.gl;
  44. }
  45. beginRender( renderContext ) {
  46. const { gl } = this;
  47. const renderContextData = this.get( renderContext );
  48. //
  49. //
  50. renderContextData.previousContext = this._currentContext;
  51. this._currentContext = renderContext;
  52. this._setFramebuffer( renderContext );
  53. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext );
  54. //
  55. if ( renderContext.viewport ) {
  56. this.updateViewport( renderContext );
  57. } else {
  58. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  59. }
  60. if ( renderContext.scissor ) {
  61. const { x, y, width, height } = renderContext.scissorValue;
  62. gl.scissor( x, y, width, height );
  63. }
  64. const occlusionQueryCount = renderContext.occlusionQueryCount;
  65. if ( occlusionQueryCount > 0 ) {
  66. // Get a reference to the array of objects with queries. The renderContextData property
  67. // can be changed by another render pass before the async reading of all previous queries complete
  68. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  69. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  70. renderContextData.lastOcclusionObject = null;
  71. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  72. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  73. renderContextData.occlusionQueryIndex = 0;
  74. }
  75. }
  76. finishRender( renderContext ) {
  77. const { gl, state } = this;
  78. const renderContextData = this.get( renderContext );
  79. const previousContext = renderContextData.previousContext;
  80. const textures = renderContext.textures;
  81. if ( textures !== null ) {
  82. for ( let i = 0; i < textures.length; i ++ ) {
  83. const texture = textures[ i ];
  84. if ( texture.generateMipmaps ) {
  85. this.generateMipmaps( texture );
  86. }
  87. }
  88. }
  89. this._currentContext = previousContext;
  90. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  91. const renderTargetContextData = this.get( renderContext.renderTarget );
  92. const { samples } = renderContext.renderTarget;
  93. const fb = renderTargetContextData.framebuffer;
  94. const mask = gl.COLOR_BUFFER_BIT;
  95. if ( samples > 0 ) {
  96. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  97. const textures = renderContext.textures;
  98. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  99. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  100. for ( let i = 0; i < textures.length; i ++ ) {
  101. // TODO Add support for MRT
  102. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  103. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  104. }
  105. }
  106. }
  107. if ( previousContext !== null ) {
  108. this._setFramebuffer( previousContext );
  109. if ( previousContext.viewport ) {
  110. this.updateViewport( previousContext );
  111. } else {
  112. const gl = this.gl;
  113. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  114. }
  115. }
  116. const occlusionQueryCount = renderContext.occlusionQueryCount;
  117. if ( occlusionQueryCount > 0 ) {
  118. const renderContextData = this.get( renderContext );
  119. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  120. const { gl } = this;
  121. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  122. }
  123. this.resolveOccludedAsync( renderContext );
  124. }
  125. }
  126. resolveOccludedAsync( renderContext ) {
  127. const renderContextData = this.get( renderContext );
  128. // handle occlusion query results
  129. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  130. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  131. const occluded = new WeakSet();
  132. const { gl } = this;
  133. renderContextData.currentOcclusionQueryObjects = null;
  134. renderContextData.currentOcclusionQueries = null;
  135. const check = () => {
  136. let completed = 0;
  137. // check all queries and requeue as appropriate
  138. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  139. const query = currentOcclusionQueries[ i ];
  140. if ( query === null ) continue;
  141. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  142. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  143. currentOcclusionQueries[ i ] = null;
  144. gl.deleteQuery( query );
  145. completed ++;
  146. }
  147. }
  148. if ( completed < currentOcclusionQueries.length ) {
  149. requestAnimationFrame( check );
  150. } else {
  151. renderContextData.occluded = occluded;
  152. }
  153. };
  154. check();
  155. }
  156. }
  157. isOccluded( renderContext, object ) {
  158. const renderContextData = this.get( renderContext );
  159. return renderContextData.occluded && renderContextData.occluded.has( object );
  160. }
  161. updateViewport( renderContext ) {
  162. const gl = this.gl;
  163. const { x, y, width, height } = renderContext.viewportValue;
  164. gl.viewport( x, y, width, height );
  165. }
  166. setScissorTest( boolean ) {
  167. const gl = this.gl;
  168. if ( boolean ) {
  169. gl.enable( gl.SCISSOR_TEST );
  170. } else {
  171. gl.disable( gl.SCISSOR_TEST );
  172. }
  173. }
  174. clear( color, depth, stencil, descriptor = null ) {
  175. const { gl } = this;
  176. if ( descriptor === null ) {
  177. descriptor = {
  178. textures: null,
  179. clearColorValue: this.getClearColor()
  180. };
  181. }
  182. //
  183. let clear = 0;
  184. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  185. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  186. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  187. if ( clear !== 0 ) {
  188. const clearColor = descriptor.clearColorValue;
  189. if ( depth ) this.state.setDepthMask( true );
  190. if ( descriptor.textures === null ) {
  191. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  192. gl.clear( clear );
  193. } else {
  194. if ( color ) {
  195. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  196. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  197. }
  198. }
  199. if ( depth && stencil ) {
  200. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  201. } else if ( depth ) {
  202. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  203. } else if ( stencil ) {
  204. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  205. }
  206. }
  207. }
  208. }
  209. beginCompute( /*computeGroup*/ ) {
  210. const gl = this.gl;
  211. gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  212. }
  213. compute( computeGroup, computeNode, bindings, pipeline ) {
  214. const gl = this.gl;
  215. if ( ! this.discard ) {
  216. // required here to handle async behaviour of render.compute()
  217. gl.enable( gl.RASTERIZER_DISCARD );
  218. this.discard = true;
  219. }
  220. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  221. const vaoKey = this._getVaoKey( null, attributes );
  222. const vaoGPU = this.vaoCache[ vaoKey ];
  223. if ( vaoGPU === undefined ) {
  224. this._createVao( null, attributes );
  225. } else {
  226. gl.bindVertexArray( vaoGPU );
  227. }
  228. gl.useProgram( programGPU );
  229. this._bindUniforms( bindings );
  230. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  231. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  232. gl.beginTransformFeedback( gl.POINTS );
  233. if ( attributes[ 0 ].isInstancedBufferAttribute ) {
  234. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  235. } else {
  236. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  237. }
  238. gl.endTransformFeedback();
  239. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  240. // switch active buffers
  241. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  242. const dualAttributeData = transformBuffers[ i ];
  243. if ( dualAttributeData.pbo ) {
  244. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  245. }
  246. dualAttributeData.switchBuffers();
  247. }
  248. }
  249. finishCompute( /*computeGroup*/ ) {
  250. const gl = this.gl;
  251. this.discard = false;
  252. gl.disable( gl.RASTERIZER_DISCARD );
  253. }
  254. draw( renderObject, info ) {
  255. const { pipeline, material, context } = renderObject;
  256. const { programGPU } = this.get( pipeline );
  257. const { gl, state } = this;
  258. const contextData = this.get( context );
  259. //
  260. this._bindUniforms( renderObject.getBindings() );
  261. state.setMaterial( material );
  262. gl.useProgram( programGPU );
  263. //
  264. let vaoGPU = renderObject.staticVao;
  265. if ( vaoGPU === undefined ) {
  266. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  267. vaoGPU = this.vaoCache[ vaoKey ];
  268. if ( vaoGPU === undefined ) {
  269. let staticVao;
  270. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  271. if ( staticVao ) renderObject.staticVao = vaoGPU;
  272. }
  273. }
  274. gl.bindVertexArray( vaoGPU );
  275. //
  276. const index = renderObject.getIndex();
  277. const object = renderObject.object;
  278. const geometry = renderObject.geometry;
  279. const drawRange = geometry.drawRange;
  280. const firstVertex = drawRange.start;
  281. //
  282. const lastObject = contextData.lastOcclusionObject;
  283. if ( lastObject !== object && lastObject !== undefined ) {
  284. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  285. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  286. contextData.occlusionQueryIndex ++;
  287. }
  288. if ( object.occlusionTest === true ) {
  289. const query = gl.createQuery();
  290. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  291. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  292. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  293. }
  294. contextData.lastOcclusionObject = object;
  295. }
  296. //
  297. let mode;
  298. if ( object.isPoints ) mode = gl.POINTS;
  299. else if ( object.isLineSegments ) mode = gl.LINES;
  300. else if ( object.isLine ) mode = gl.LINE_STRIP;
  301. else if ( object.isLineLoop ) mode = gl.LINE_LOOP;
  302. else {
  303. if ( material.wireframe === true ) {
  304. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  305. mode = gl.LINES;
  306. } else {
  307. mode = gl.TRIANGLES;
  308. }
  309. }
  310. //
  311. const instanceCount = this.getInstanceCount( renderObject );
  312. if ( index !== null ) {
  313. const indexData = this.get( index );
  314. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  315. if ( instanceCount > 1 ) {
  316. gl.drawElementsInstanced( mode, index.count, indexData.type, firstVertex, instanceCount );
  317. } else {
  318. gl.drawElements( mode, index.count, indexData.type, firstVertex );
  319. }
  320. info.update( object, indexCount, 1 );
  321. } else {
  322. const positionAttribute = geometry.attributes.position;
  323. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
  324. if ( instanceCount > 1 ) {
  325. gl.drawArraysInstanced( mode, 0, vertexCount, instanceCount );
  326. } else {
  327. gl.drawArrays( mode, 0, vertexCount );
  328. }
  329. //gl.drawArrays( mode, vertexCount, gl.UNSIGNED_SHORT, firstVertex );
  330. info.update( object, vertexCount, 1 );
  331. }
  332. //
  333. gl.bindVertexArray( null );
  334. }
  335. needsRenderUpdate( /*renderObject*/ ) {
  336. return false;
  337. }
  338. getRenderCacheKey( renderObject ) {
  339. return renderObject.id;
  340. }
  341. // textures
  342. createDefaultTexture( texture ) {
  343. this.textureUtils.createDefaultTexture( texture );
  344. }
  345. createTexture( texture, options ) {
  346. this.textureUtils.createTexture( texture, options );
  347. }
  348. updateTexture( texture, options ) {
  349. this.textureUtils.updateTexture( texture, options );
  350. }
  351. generateMipmaps( texture ) {
  352. this.textureUtils.generateMipmaps( texture );
  353. }
  354. destroyTexture( texture ) {
  355. this.textureUtils.destroyTexture( texture );
  356. }
  357. copyTextureToBuffer( texture, x, y, width, height ) {
  358. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  359. }
  360. createSampler( /*texture*/ ) {
  361. //console.warn( 'Abstract class.' );
  362. }
  363. destroySampler() {}
  364. // node builder
  365. createNodeBuilder( object, renderer, scene = null ) {
  366. return new GLSLNodeBuilder( object, renderer, scene );
  367. }
  368. // program
  369. createProgram( program ) {
  370. const gl = this.gl;
  371. const { stage, code } = program;
  372. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  373. gl.shaderSource( shader, code );
  374. gl.compileShader( shader );
  375. this.set( program, {
  376. shaderGPU: shader
  377. } );
  378. }
  379. destroyProgram( /*program*/ ) {
  380. console.warn( 'Abstract class.' );
  381. }
  382. createRenderPipeline( renderObject, promises ) {
  383. const gl = this.gl;
  384. const pipeline = renderObject.pipeline;
  385. // Program
  386. const { fragmentProgram, vertexProgram } = pipeline;
  387. const programGPU = gl.createProgram();
  388. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  389. const vertexShader = this.get( vertexProgram ).shaderGPU;
  390. gl.attachShader( programGPU, fragmentShader );
  391. gl.attachShader( programGPU, vertexShader );
  392. gl.linkProgram( programGPU );
  393. this.set( pipeline, {
  394. programGPU,
  395. fragmentShader,
  396. vertexShader
  397. } );
  398. if ( promises !== null && this.parallel ) {
  399. const p = new Promise( ( resolve /*, reject*/ ) => {
  400. const parallel = this.parallel;
  401. const checkStatus = () => {
  402. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  403. this._completeCompile( renderObject, pipeline );
  404. resolve();
  405. } else {
  406. requestAnimationFrame( checkStatus );
  407. }
  408. };
  409. checkStatus();
  410. } );
  411. promises.push( p );
  412. return;
  413. }
  414. this._completeCompile( renderObject, pipeline );
  415. }
  416. _completeCompile( renderObject, pipeline ) {
  417. const gl = this.gl;
  418. const pipelineData = this.get( pipeline );
  419. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  420. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  421. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  422. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  423. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  424. }
  425. gl.useProgram( programGPU );
  426. // Bindings
  427. this._setupBindings( renderObject.getBindings(), programGPU );
  428. //
  429. this.set( pipeline, {
  430. programGPU
  431. } );
  432. }
  433. createComputePipeline( computePipeline, bindings ) {
  434. const gl = this.gl;
  435. // Program
  436. const fragmentProgram = {
  437. stage: 'fragment',
  438. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  439. };
  440. this.createProgram( fragmentProgram );
  441. const { computeProgram } = computePipeline;
  442. const programGPU = gl.createProgram();
  443. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  444. const vertexShader = this.get( computeProgram ).shaderGPU;
  445. const transforms = computeProgram.transforms;
  446. const transformVaryingNames = [];
  447. const transformAttributeNodes = [];
  448. for ( let i = 0; i < transforms.length; i ++ ) {
  449. const transform = transforms[ i ];
  450. transformVaryingNames.push( transform.varyingName );
  451. transformAttributeNodes.push( transform.attributeNode );
  452. }
  453. gl.attachShader( programGPU, fragmentShader );
  454. gl.attachShader( programGPU, vertexShader );
  455. gl.transformFeedbackVaryings(
  456. programGPU,
  457. transformVaryingNames,
  458. gl.SEPARATE_ATTRIBS,
  459. );
  460. gl.linkProgram( programGPU );
  461. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  462. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  463. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  464. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  465. }
  466. gl.useProgram( programGPU );
  467. // Bindings
  468. this.createBindings( bindings );
  469. this._setupBindings( bindings, programGPU );
  470. const attributeNodes = computeProgram.attributes;
  471. const attributes = [];
  472. const transformBuffers = [];
  473. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  474. const attribute = attributeNodes[ i ].node.attribute;
  475. attributes.push( attribute );
  476. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  477. }
  478. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  479. const attribute = transformAttributeNodes[ i ].attribute;
  480. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  481. const attributeData = this.get( attribute );
  482. transformBuffers.push( attributeData );
  483. }
  484. //
  485. this.set( computePipeline, {
  486. programGPU,
  487. transformBuffers,
  488. attributes
  489. } );
  490. }
  491. createBindings( bindings ) {
  492. this.updateBindings( bindings );
  493. }
  494. updateBindings( bindings ) {
  495. const { gl } = this;
  496. let groupIndex = 0;
  497. let textureIndex = 0;
  498. for ( const binding of bindings ) {
  499. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  500. const bufferGPU = gl.createBuffer();
  501. const data = binding.buffer;
  502. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  503. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  504. gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  505. this.set( binding, {
  506. index: groupIndex ++,
  507. bufferGPU
  508. } );
  509. } else if ( binding.isSampledTexture ) {
  510. const { textureGPU, glTextureType } = this.get( binding.texture );
  511. this.set( binding, {
  512. index: textureIndex ++,
  513. textureGPU,
  514. glTextureType
  515. } );
  516. }
  517. }
  518. }
  519. updateBinding( binding ) {
  520. const gl = this.gl;
  521. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  522. const bindingData = this.get( binding );
  523. const bufferGPU = bindingData.bufferGPU;
  524. const data = binding.buffer;
  525. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  526. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  527. }
  528. }
  529. // attributes
  530. createIndexAttribute( attribute ) {
  531. const gl = this.gl;
  532. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  533. }
  534. createAttribute( attribute ) {
  535. if ( this.has( attribute ) ) return;
  536. const gl = this.gl;
  537. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  538. }
  539. createStorageAttribute( attribute ) {
  540. //console.warn( 'Abstract class.' );
  541. }
  542. updateAttribute( attribute ) {
  543. this.attributeUtils.updateAttribute( attribute );
  544. }
  545. destroyAttribute( attribute ) {
  546. this.attributeUtils.destroyAttribute( attribute );
  547. }
  548. updateSize() {
  549. //console.warn( 'Abstract class.' );
  550. }
  551. async hasFeatureAsync( name ) {
  552. return this.hasFeature( name );
  553. }
  554. hasFeature( name ) {
  555. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  556. const extensions = this.extensions;
  557. for ( let i = 0; i < keysMatching.length; i ++ ) {
  558. if ( extensions.has( keysMatching[ i ] ) ) return true;
  559. }
  560. return false;
  561. }
  562. getMaxAnisotropy() {
  563. return this.capabilities.getMaxAnisotropy();
  564. }
  565. copyFramebufferToTexture( texture, renderContext ) {
  566. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  567. }
  568. _setFramebuffer( renderContext ) {
  569. const { gl, state } = this;
  570. let currentFrameBuffer = null;
  571. if ( renderContext.textures !== null ) {
  572. const renderTarget = renderContext.renderTarget;
  573. const renderTargetContextData = this.get( renderTarget );
  574. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  575. const cubeFace = this.renderer._activeCubeFace;
  576. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  577. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  578. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  579. let fb;
  580. if ( isCube ) {
  581. if ( renderTargetContextData.cubeFramebuffers === undefined ) {
  582. renderTargetContextData.cubeFramebuffers = [];
  583. }
  584. fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
  585. } else {
  586. fb = renderTargetContextData.framebuffer;
  587. }
  588. if ( fb === undefined ) {
  589. fb = gl.createFramebuffer();
  590. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  591. const textures = renderContext.textures;
  592. if ( isCube ) {
  593. renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
  594. const { textureGPU } = this.get( textures[ 0 ] );
  595. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  596. } else {
  597. for ( let i = 0; i < textures.length; i ++ ) {
  598. const texture = textures[ i ];
  599. const textureData = this.get( texture );
  600. textureData.renderTarget = renderContext.renderTarget;
  601. const attachment = gl.COLOR_ATTACHMENT0 + i;
  602. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  603. }
  604. renderTargetContextData.framebuffer = fb;
  605. state.drawBuffers( renderContext, fb );
  606. }
  607. if ( renderContext.depthTexture !== null ) {
  608. const textureData = this.get( renderContext.depthTexture );
  609. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  610. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  611. }
  612. }
  613. if ( samples > 0 ) {
  614. if ( msaaFb === undefined ) {
  615. const invalidationArray = [];
  616. msaaFb = gl.createFramebuffer();
  617. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  618. const msaaRenderbuffers = [];
  619. const textures = renderContext.textures;
  620. for ( let i = 0; i < textures.length; i ++ ) {
  621. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  622. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  623. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  624. if ( depthBuffer ) {
  625. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  626. invalidationArray.push( depthStyle );
  627. }
  628. const texture = renderContext.textures[ i ];
  629. const textureData = this.get( texture );
  630. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
  631. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  632. }
  633. renderTargetContextData.msaaFrameBuffer = msaaFb;
  634. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  635. if ( depthRenderbuffer === undefined ) {
  636. depthRenderbuffer = gl.createRenderbuffer();
  637. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
  638. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  639. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  640. invalidationArray.push( depthStyle );
  641. }
  642. renderTargetContextData.invalidationArray = invalidationArray;
  643. }
  644. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  645. } else {
  646. currentFrameBuffer = fb;
  647. }
  648. }
  649. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  650. }
  651. _getVaoKey( index, attributes ) {
  652. let key = [];
  653. if ( index !== null ) {
  654. const indexData = this.get( index );
  655. key += ':' + indexData.id;
  656. }
  657. for ( let i = 0; i < attributes.length; i ++ ) {
  658. const attributeData = this.get( attributes[ i ] );
  659. key += ':' + attributeData.id;
  660. }
  661. return key;
  662. }
  663. _createVao( index, attributes ) {
  664. const { gl } = this;
  665. const vaoGPU = gl.createVertexArray();
  666. let key = '';
  667. let staticVao = true;
  668. gl.bindVertexArray( vaoGPU );
  669. if ( index !== null ) {
  670. const indexData = this.get( index );
  671. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  672. key += ':' + indexData.id;
  673. }
  674. for ( let i = 0; i < attributes.length; i ++ ) {
  675. const attribute = attributes[ i ];
  676. const attributeData = this.get( attribute );
  677. key += ':' + attributeData.id;
  678. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  679. gl.enableVertexAttribArray( i );
  680. if ( attribute.isStorageBufferAttribute ) staticVao = false;
  681. let stride, offset;
  682. if ( attribute.isInterleavedBufferAttribute === true ) {
  683. stride = attribute.data.stride * attributeData.bytesPerElement;
  684. offset = attribute.offset * attributeData.bytesPerElement;
  685. } else {
  686. stride = 0;
  687. offset = 0;
  688. }
  689. if ( attributeData.isInteger ) {
  690. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  691. } else {
  692. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  693. }
  694. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  695. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  696. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  697. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  698. }
  699. }
  700. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  701. this.vaoCache[ key ] = vaoGPU;
  702. return { vaoGPU, staticVao };
  703. }
  704. _getTransformFeedback( transformBuffers ) {
  705. let key = '';
  706. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  707. key += ':' + transformBuffers[ i ].id;
  708. }
  709. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  710. if ( transformFeedbackGPU !== undefined ) {
  711. return transformFeedbackGPU;
  712. }
  713. const gl = this.gl;
  714. transformFeedbackGPU = gl.createTransformFeedback();
  715. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  716. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  717. const attributeData = transformBuffers[ i ];
  718. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  719. }
  720. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  721. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  722. return transformFeedbackGPU;
  723. }
  724. _setupBindings( bindings, programGPU ) {
  725. const gl = this.gl;
  726. for ( const binding of bindings ) {
  727. const bindingData = this.get( binding );
  728. const index = bindingData.index;
  729. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  730. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  731. gl.uniformBlockBinding( programGPU, location, index );
  732. } else if ( binding.isSampledTexture ) {
  733. const location = gl.getUniformLocation( programGPU, binding.name );
  734. gl.uniform1i( location, index );
  735. }
  736. }
  737. }
  738. _bindUniforms( bindings ) {
  739. const { gl, state } = this;
  740. for ( const binding of bindings ) {
  741. const bindingData = this.get( binding );
  742. const index = bindingData.index;
  743. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  744. gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  745. } else if ( binding.isSampledTexture ) {
  746. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  747. }
  748. }
  749. }
  750. }
  751. export default WebGLBackend;