WebGLRenderer.js 48 KB

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