WebGLRenderer.js 57 KB

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  1. import {
  2. REVISION,
  3. BackSide,
  4. DoubleSide,
  5. FrontSide,
  6. RGBAFormat,
  7. HalfFloatType,
  8. FloatType,
  9. UnsignedByteType,
  10. LinearEncoding,
  11. NoToneMapping,
  12. LinearMipmapLinearFilter,
  13. NearestFilter,
  14. ClampToEdgeWrapping
  15. } from '../constants.js';
  16. import { Frustum } from '../math/Frustum.js';
  17. import { Matrix4 } from '../math/Matrix4.js';
  18. import { Vector3 } from '../math/Vector3.js';
  19. import { Vector4 } from '../math/Vector4.js';
  20. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  21. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  22. import { WebGLBackground } from './webgl/WebGLBackground.js';
  23. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  24. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  25. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  26. import { WebGLClipping } from './webgl/WebGLClipping.js';
  27. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  28. import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
  29. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  30. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  31. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  32. import { WebGLInfo } from './webgl/WebGLInfo.js';
  33. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  34. import { WebGLMultisampleRenderTarget } from './WebGLMultisampleRenderTarget.js';
  35. import { WebGLObjects } from './webgl/WebGLObjects.js';
  36. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  37. import { WebGLProperties } from './webgl/WebGLProperties.js';
  38. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  39. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  40. import { WebGLRenderTarget } from './WebGLRenderTarget.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. import { createElementNS } from '../utils.js';
  49. function createCanvasElement() {
  50. const canvas = createElementNS( 'canvas' );
  51. canvas.style.display = 'block';
  52. return canvas;
  53. }
  54. function WebGLRenderer( parameters = {} ) {
  55. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  56. _context = parameters.context !== undefined ? parameters.context : null,
  57. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  58. _depth = parameters.depth !== undefined ? parameters.depth : true,
  59. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  60. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  61. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  62. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  63. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  64. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  65. let currentRenderList = null;
  66. let currentRenderState = null;
  67. // render() can be called from within a callback triggered by another render.
  68. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  69. const renderListStack = [];
  70. const renderStateStack = [];
  71. // public properties
  72. this.domElement = _canvas;
  73. // Debug configuration container
  74. this.debug = {
  75. /**
  76. * Enables error checking and reporting when shader programs are being compiled
  77. * @type {boolean}
  78. */
  79. checkShaderErrors: true
  80. };
  81. // clearing
  82. this.autoClear = true;
  83. this.autoClearColor = true;
  84. this.autoClearDepth = true;
  85. this.autoClearStencil = true;
  86. // scene graph
  87. this.sortObjects = true;
  88. // user-defined clipping
  89. this.clippingPlanes = [];
  90. this.localClippingEnabled = false;
  91. // physically based shading
  92. this.gammaFactor = 2.0; // for backwards compatibility
  93. this.outputEncoding = LinearEncoding;
  94. // physical lights
  95. this.physicallyCorrectLights = false;
  96. // tone mapping
  97. this.toneMapping = NoToneMapping;
  98. this.toneMappingExposure = 1.0;
  99. // internal properties
  100. const _this = this;
  101. let _isContextLost = false;
  102. // internal state cache
  103. let _currentActiveCubeFace = 0;
  104. let _currentActiveMipmapLevel = 0;
  105. let _currentRenderTarget = null;
  106. let _currentMaterialId = - 1;
  107. let _currentCamera = null;
  108. const _currentViewport = new Vector4();
  109. const _currentScissor = new Vector4();
  110. let _currentScissorTest = null;
  111. //
  112. let _width = _canvas.width;
  113. let _height = _canvas.height;
  114. let _pixelRatio = 1;
  115. let _opaqueSort = null;
  116. let _transparentSort = null;
  117. const _viewport = new Vector4( 0, 0, _width, _height );
  118. const _scissor = new Vector4( 0, 0, _width, _height );
  119. let _scissorTest = false;
  120. //
  121. const _currentDrawBuffers = [];
  122. // frustum
  123. const _frustum = new Frustum();
  124. // clipping
  125. let _clippingEnabled = false;
  126. let _localClippingEnabled = false;
  127. // transmission
  128. let _transmissionRenderTarget = null;
  129. // camera matrices cache
  130. const _projScreenMatrix = new Matrix4();
  131. const _vector3 = new Vector3();
  132. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  133. function getTargetPixelRatio() {
  134. return _currentRenderTarget === null ? _pixelRatio : 1;
  135. }
  136. // initialize
  137. let _gl = _context;
  138. function getContext( contextNames, contextAttributes ) {
  139. for ( let i = 0; i < contextNames.length; i ++ ) {
  140. const contextName = contextNames[ i ];
  141. const context = _canvas.getContext( contextName, contextAttributes );
  142. if ( context !== null ) return context;
  143. }
  144. return null;
  145. }
  146. try {
  147. const contextAttributes = {
  148. alpha: _alpha,
  149. depth: _depth,
  150. stencil: _stencil,
  151. antialias: _antialias,
  152. premultipliedAlpha: _premultipliedAlpha,
  153. preserveDrawingBuffer: _preserveDrawingBuffer,
  154. powerPreference: _powerPreference,
  155. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  156. };
  157. // OffscreenCanvas does not have setAttribute, see #22811
  158. if ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
  159. // event listeners must be registered before WebGL context is created, see #12753
  160. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  161. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  162. if ( _gl === null ) {
  163. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  164. if ( _this.isWebGL1Renderer === true ) {
  165. contextNames.shift();
  166. }
  167. _gl = getContext( contextNames, contextAttributes );
  168. if ( _gl === null ) {
  169. if ( getContext( contextNames ) ) {
  170. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  171. } else {
  172. throw new Error( 'Error creating WebGL context.' );
  173. }
  174. }
  175. }
  176. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  177. if ( _gl.getShaderPrecisionFormat === undefined ) {
  178. _gl.getShaderPrecisionFormat = function () {
  179. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  180. };
  181. }
  182. } catch ( error ) {
  183. console.error( 'THREE.WebGLRenderer: ' + error.message );
  184. throw error;
  185. }
  186. let extensions, capabilities, state, info;
  187. let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
  188. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  189. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  190. let utils, bindingStates;
  191. function initGLContext() {
  192. extensions = new WebGLExtensions( _gl );
  193. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  194. extensions.init( capabilities );
  195. utils = new WebGLUtils( _gl, extensions, capabilities );
  196. state = new WebGLState( _gl, extensions, capabilities );
  197. _currentDrawBuffers[ 0 ] = _gl.BACK;
  198. info = new WebGLInfo( _gl );
  199. properties = new WebGLProperties();
  200. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  201. cubemaps = new WebGLCubeMaps( _this );
  202. cubeuvmaps = new WebGLCubeUVMaps( _this );
  203. attributes = new WebGLAttributes( _gl, capabilities );
  204. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  205. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  206. objects = new WebGLObjects( _gl, geometries, attributes, info );
  207. morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
  208. clipping = new WebGLClipping( properties );
  209. programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
  210. materials = new WebGLMaterials( properties );
  211. renderLists = new WebGLRenderLists();
  212. renderStates = new WebGLRenderStates( extensions, capabilities );
  213. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  214. shadowMap = new WebGLShadowMap( _this, objects, capabilities );
  215. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  216. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  217. info.programs = programCache.programs;
  218. _this.capabilities = capabilities;
  219. _this.extensions = extensions;
  220. _this.properties = properties;
  221. _this.renderLists = renderLists;
  222. _this.shadowMap = shadowMap;
  223. _this.state = state;
  224. _this.info = info;
  225. }
  226. initGLContext();
  227. // xr
  228. const xr = new WebXRManager( _this, _gl );
  229. this.xr = xr;
  230. // API
  231. this.getContext = function () {
  232. return _gl;
  233. };
  234. this.getContextAttributes = function () {
  235. return _gl.getContextAttributes();
  236. };
  237. this.forceContextLoss = function () {
  238. const extension = extensions.get( 'WEBGL_lose_context' );
  239. if ( extension ) extension.loseContext();
  240. };
  241. this.forceContextRestore = function () {
  242. const extension = extensions.get( 'WEBGL_lose_context' );
  243. if ( extension ) extension.restoreContext();
  244. };
  245. this.getPixelRatio = function () {
  246. return _pixelRatio;
  247. };
  248. this.setPixelRatio = function ( value ) {
  249. if ( value === undefined ) return;
  250. _pixelRatio = value;
  251. this.setSize( _width, _height, false );
  252. };
  253. this.getSize = function ( target ) {
  254. return target.set( _width, _height );
  255. };
  256. this.setSize = function ( width, height, updateStyle ) {
  257. if ( xr.isPresenting ) {
  258. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  259. return;
  260. }
  261. _width = width;
  262. _height = height;
  263. _canvas.width = Math.floor( width * _pixelRatio );
  264. _canvas.height = Math.floor( height * _pixelRatio );
  265. if ( updateStyle !== false ) {
  266. _canvas.style.width = width + 'px';
  267. _canvas.style.height = height + 'px';
  268. }
  269. this.setViewport( 0, 0, width, height );
  270. };
  271. this.getDrawingBufferSize = function ( target ) {
  272. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  273. };
  274. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  275. _width = width;
  276. _height = height;
  277. _pixelRatio = pixelRatio;
  278. _canvas.width = Math.floor( width * pixelRatio );
  279. _canvas.height = Math.floor( height * pixelRatio );
  280. this.setViewport( 0, 0, width, height );
  281. };
  282. this.getCurrentViewport = function ( target ) {
  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 ( target ) {
  321. return target.copy( 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. cubemaps.dispose();
  356. cubeuvmaps.dispose();
  357. objects.dispose();
  358. bindingStates.dispose();
  359. xr.dispose();
  360. xr.removeEventListener( 'sessionstart', onXRSessionStart );
  361. xr.removeEventListener( 'sessionend', onXRSessionEnd );
  362. if ( _transmissionRenderTarget ) {
  363. _transmissionRenderTarget.dispose();
  364. _transmissionRenderTarget = null;
  365. }
  366. animation.stop();
  367. };
  368. // Events
  369. function onContextLost( event ) {
  370. event.preventDefault();
  371. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  372. _isContextLost = true;
  373. }
  374. function onContextRestore( /* event */ ) {
  375. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  376. _isContextLost = false;
  377. const infoAutoReset = info.autoReset;
  378. const shadowMapEnabled = shadowMap.enabled;
  379. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  380. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  381. const shadowMapType = shadowMap.type;
  382. initGLContext();
  383. info.autoReset = infoAutoReset;
  384. shadowMap.enabled = shadowMapEnabled;
  385. shadowMap.autoUpdate = shadowMapAutoUpdate;
  386. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  387. shadowMap.type = shadowMapType;
  388. }
  389. function onMaterialDispose( event ) {
  390. const material = event.target;
  391. material.removeEventListener( 'dispose', onMaterialDispose );
  392. deallocateMaterial( material );
  393. }
  394. // Buffer deallocation
  395. function deallocateMaterial( material ) {
  396. releaseMaterialProgramReferences( material );
  397. properties.remove( material );
  398. }
  399. function releaseMaterialProgramReferences( material ) {
  400. const programs = properties.get( material ).programs;
  401. if ( programs !== undefined ) {
  402. programs.forEach( function ( program ) {
  403. programCache.releaseProgram( program );
  404. } );
  405. }
  406. }
  407. // Buffer rendering
  408. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  409. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  410. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  411. const program = setProgram( camera, scene, geometry, material, object );
  412. state.setMaterial( material, frontFaceCW );
  413. //
  414. let index = geometry.index;
  415. const position = geometry.attributes.position;
  416. //
  417. if ( index === null ) {
  418. if ( position === undefined || position.count === 0 ) return;
  419. } else if ( index.count === 0 ) {
  420. return;
  421. }
  422. //
  423. let rangeFactor = 1;
  424. if ( material.wireframe === true ) {
  425. index = geometries.getWireframeAttribute( geometry );
  426. rangeFactor = 2;
  427. }
  428. bindingStates.setup( object, material, program, geometry, index );
  429. let attribute;
  430. let renderer = bufferRenderer;
  431. if ( index !== null ) {
  432. attribute = attributes.get( index );
  433. renderer = indexedBufferRenderer;
  434. renderer.setIndex( attribute );
  435. }
  436. //
  437. const dataCount = ( index !== null ) ? index.count : position.count;
  438. const rangeStart = geometry.drawRange.start * rangeFactor;
  439. const rangeCount = geometry.drawRange.count * rangeFactor;
  440. const groupStart = group !== null ? group.start * rangeFactor : 0;
  441. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  442. const drawStart = Math.max( rangeStart, groupStart );
  443. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  444. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  445. if ( drawCount === 0 ) return;
  446. //
  447. if ( object.isMesh ) {
  448. if ( material.wireframe === true ) {
  449. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  450. renderer.setMode( _gl.LINES );
  451. } else {
  452. renderer.setMode( _gl.TRIANGLES );
  453. }
  454. } else if ( object.isLine ) {
  455. let lineWidth = material.linewidth;
  456. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  457. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  458. if ( object.isLineSegments ) {
  459. renderer.setMode( _gl.LINES );
  460. } else if ( object.isLineLoop ) {
  461. renderer.setMode( _gl.LINE_LOOP );
  462. } else {
  463. renderer.setMode( _gl.LINE_STRIP );
  464. }
  465. } else if ( object.isPoints ) {
  466. renderer.setMode( _gl.POINTS );
  467. } else if ( object.isSprite ) {
  468. renderer.setMode( _gl.TRIANGLES );
  469. }
  470. if ( object.isInstancedMesh ) {
  471. renderer.renderInstances( drawStart, drawCount, object.count );
  472. } else if ( geometry.isInstancedBufferGeometry ) {
  473. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  474. renderer.renderInstances( drawStart, drawCount, instanceCount );
  475. } else {
  476. renderer.render( drawStart, drawCount );
  477. }
  478. };
  479. // Compile
  480. this.compile = function ( scene, camera ) {
  481. currentRenderState = renderStates.get( scene );
  482. currentRenderState.init();
  483. renderStateStack.push( currentRenderState );
  484. scene.traverseVisible( function ( object ) {
  485. if ( object.isLight && object.layers.test( camera.layers ) ) {
  486. currentRenderState.pushLight( object );
  487. if ( object.castShadow ) {
  488. currentRenderState.pushShadow( object );
  489. }
  490. }
  491. } );
  492. currentRenderState.setupLights( _this.physicallyCorrectLights );
  493. scene.traverse( function ( object ) {
  494. const material = object.material;
  495. if ( material ) {
  496. if ( Array.isArray( material ) ) {
  497. for ( let i = 0; i < material.length; i ++ ) {
  498. const material2 = material[ i ];
  499. getProgram( material2, scene, object );
  500. }
  501. } else {
  502. getProgram( material, scene, object );
  503. }
  504. }
  505. } );
  506. renderStateStack.pop();
  507. currentRenderState = null;
  508. };
  509. // Animation Loop
  510. let onAnimationFrameCallback = null;
  511. function onAnimationFrame( time ) {
  512. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  513. }
  514. function onXRSessionStart() {
  515. animation.stop();
  516. }
  517. function onXRSessionEnd() {
  518. animation.start();
  519. }
  520. const animation = new WebGLAnimation();
  521. animation.setAnimationLoop( onAnimationFrame );
  522. if ( typeof window !== 'undefined' ) animation.setContext( window );
  523. this.setAnimationLoop = function ( callback ) {
  524. onAnimationFrameCallback = callback;
  525. xr.setAnimationLoop( callback );
  526. ( callback === null ) ? animation.stop() : animation.start();
  527. };
  528. xr.addEventListener( 'sessionstart', onXRSessionStart );
  529. xr.addEventListener( 'sessionend', onXRSessionEnd );
  530. // Rendering
  531. this.render = function ( scene, camera ) {
  532. if ( camera !== undefined && camera.isCamera !== true ) {
  533. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  534. return;
  535. }
  536. if ( _isContextLost === true ) return;
  537. // update scene graph
  538. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  539. // update camera matrices and frustum
  540. if ( camera.parent === null ) camera.updateMatrixWorld();
  541. if ( xr.enabled === true && xr.isPresenting === true ) {
  542. if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
  543. camera = xr.getCamera(); // use XR camera for rendering
  544. }
  545. //
  546. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
  547. currentRenderState = renderStates.get( scene, renderStateStack.length );
  548. currentRenderState.init();
  549. renderStateStack.push( currentRenderState );
  550. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  551. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  552. _localClippingEnabled = this.localClippingEnabled;
  553. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  554. currentRenderList = renderLists.get( scene, renderListStack.length );
  555. currentRenderList.init();
  556. renderListStack.push( currentRenderList );
  557. projectObject( scene, camera, 0, _this.sortObjects );
  558. currentRenderList.finish();
  559. if ( _this.sortObjects === true ) {
  560. currentRenderList.sort( _opaqueSort, _transparentSort );
  561. }
  562. //
  563. if ( _clippingEnabled === true ) clipping.beginShadows();
  564. const shadowsArray = currentRenderState.state.shadowsArray;
  565. shadowMap.render( shadowsArray, scene, camera );
  566. if ( _clippingEnabled === true ) clipping.endShadows();
  567. //
  568. if ( this.info.autoReset === true ) this.info.reset();
  569. //
  570. background.render( currentRenderList, scene );
  571. // render scene
  572. currentRenderState.setupLights( _this.physicallyCorrectLights );
  573. if ( camera.isArrayCamera ) {
  574. const cameras = camera.cameras;
  575. for ( let i = 0, l = cameras.length; i < l; i ++ ) {
  576. const camera2 = cameras[ i ];
  577. renderScene( currentRenderList, scene, camera2, camera2.viewport );
  578. }
  579. } else {
  580. renderScene( currentRenderList, scene, camera );
  581. }
  582. //
  583. if ( _currentRenderTarget !== null ) {
  584. // resolve multisample renderbuffers to a single-sample texture if necessary
  585. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  586. // Generate mipmap if we're using any kind of mipmap filtering
  587. textures.updateRenderTargetMipmap( _currentRenderTarget );
  588. }
  589. //
  590. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  591. // Ensure depth buffer writing is enabled so it can be cleared on next render
  592. state.buffers.depth.setTest( true );
  593. state.buffers.depth.setMask( true );
  594. state.buffers.color.setMask( true );
  595. state.setPolygonOffset( false );
  596. // _gl.finish();
  597. bindingStates.resetDefaultState();
  598. _currentMaterialId = - 1;
  599. _currentCamera = null;
  600. renderStateStack.pop();
  601. if ( renderStateStack.length > 0 ) {
  602. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  603. } else {
  604. currentRenderState = null;
  605. }
  606. renderListStack.pop();
  607. if ( renderListStack.length > 0 ) {
  608. currentRenderList = renderListStack[ renderListStack.length - 1 ];
  609. } else {
  610. currentRenderList = null;
  611. }
  612. };
  613. function projectObject( object, camera, groupOrder, sortObjects ) {
  614. if ( object.visible === false ) return;
  615. const visible = object.layers.test( camera.layers );
  616. if ( visible ) {
  617. if ( object.isGroup ) {
  618. groupOrder = object.renderOrder;
  619. } else if ( object.isLOD ) {
  620. if ( object.autoUpdate === true ) object.update( camera );
  621. } else if ( object.isLight ) {
  622. currentRenderState.pushLight( object );
  623. if ( object.castShadow ) {
  624. currentRenderState.pushShadow( object );
  625. }
  626. } else if ( object.isSprite ) {
  627. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  628. if ( sortObjects ) {
  629. _vector3.setFromMatrixPosition( object.matrixWorld )
  630. .applyMatrix4( _projScreenMatrix );
  631. }
  632. const geometry = objects.update( object );
  633. const material = object.material;
  634. if ( material.visible ) {
  635. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  636. }
  637. }
  638. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  639. if ( object.isSkinnedMesh ) {
  640. // update skeleton only once in a frame
  641. if ( object.skeleton.frame !== info.render.frame ) {
  642. object.skeleton.update();
  643. object.skeleton.frame = info.render.frame;
  644. }
  645. }
  646. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  647. if ( sortObjects ) {
  648. _vector3.setFromMatrixPosition( object.matrixWorld )
  649. .applyMatrix4( _projScreenMatrix );
  650. }
  651. const geometry = objects.update( object );
  652. const material = object.material;
  653. if ( Array.isArray( material ) ) {
  654. const groups = geometry.groups;
  655. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  656. const group = groups[ i ];
  657. const groupMaterial = material[ group.materialIndex ];
  658. if ( groupMaterial && groupMaterial.visible ) {
  659. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  660. }
  661. }
  662. } else if ( material.visible ) {
  663. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  664. }
  665. }
  666. }
  667. }
  668. const children = object.children;
  669. for ( let i = 0, l = children.length; i < l; i ++ ) {
  670. projectObject( children[ i ], camera, groupOrder, sortObjects );
  671. }
  672. }
  673. function renderScene( currentRenderList, scene, camera, viewport ) {
  674. const opaqueObjects = currentRenderList.opaque;
  675. const transmissiveObjects = currentRenderList.transmissive;
  676. const transparentObjects = currentRenderList.transparent;
  677. currentRenderState.setupLightsView( camera );
  678. if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );
  679. if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
  680. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  681. if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
  682. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  683. }
  684. function renderTransmissionPass( opaqueObjects, scene, camera ) {
  685. if ( _transmissionRenderTarget === null ) {
  686. const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
  687. const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
  688. _transmissionRenderTarget = new renderTargetType( 1024, 1024, {
  689. generateMipmaps: true,
  690. type: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,
  691. minFilter: LinearMipmapLinearFilter,
  692. magFilter: NearestFilter,
  693. wrapS: ClampToEdgeWrapping,
  694. wrapT: ClampToEdgeWrapping,
  695. useRenderToTexture: extensions.has( 'WEBGL_multisampled_render_to_texture' )
  696. } );
  697. }
  698. const currentRenderTarget = _this.getRenderTarget();
  699. _this.setRenderTarget( _transmissionRenderTarget );
  700. _this.clear();
  701. // Turn off the features which can affect the frag color for opaque objects pass.
  702. // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  703. const currentToneMapping = _this.toneMapping;
  704. _this.toneMapping = NoToneMapping;
  705. renderObjects( opaqueObjects, scene, camera );
  706. _this.toneMapping = currentToneMapping;
  707. textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
  708. textures.updateRenderTargetMipmap( _transmissionRenderTarget );
  709. _this.setRenderTarget( currentRenderTarget );
  710. }
  711. function renderObjects( renderList, scene, camera ) {
  712. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  713. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  714. const renderItem = renderList[ i ];
  715. const object = renderItem.object;
  716. const geometry = renderItem.geometry;
  717. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  718. const group = renderItem.group;
  719. if ( object.layers.test( camera.layers ) ) {
  720. renderObject( object, scene, camera, geometry, material, group );
  721. }
  722. }
  723. }
  724. function renderObject( object, scene, camera, geometry, material, group ) {
  725. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  726. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  727. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  728. material.onBeforeRender( _this, scene, camera, geometry, object, group );
  729. if ( material.transparent === true && material.side === DoubleSide ) {
  730. material.side = BackSide;
  731. material.needsUpdate = true;
  732. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  733. material.side = FrontSide;
  734. material.needsUpdate = true;
  735. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  736. material.side = DoubleSide;
  737. } else {
  738. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  739. }
  740. object.onAfterRender( _this, scene, camera, geometry, material, group );
  741. }
  742. function getProgram( material, scene, object ) {
  743. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  744. const materialProperties = properties.get( material );
  745. const lights = currentRenderState.state.lights;
  746. const shadowsArray = currentRenderState.state.shadowsArray;
  747. const lightsStateVersion = lights.state.version;
  748. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  749. const programCacheKey = programCache.getProgramCacheKey( parameters );
  750. let programs = materialProperties.programs;
  751. // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  752. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  753. materialProperties.fog = scene.fog;
  754. materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
  755. if ( programs === undefined ) {
  756. // new material
  757. material.addEventListener( 'dispose', onMaterialDispose );
  758. programs = new Map();
  759. materialProperties.programs = programs;
  760. }
  761. let program = programs.get( programCacheKey );
  762. if ( program !== undefined ) {
  763. // early out if program and light state is identical
  764. if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
  765. updateCommonMaterialProperties( material, parameters );
  766. return program;
  767. }
  768. } else {
  769. parameters.uniforms = programCache.getUniforms( material );
  770. material.onBuild( object, parameters, _this );
  771. material.onBeforeCompile( parameters, _this );
  772. program = programCache.acquireProgram( parameters, programCacheKey );
  773. programs.set( programCacheKey, program );
  774. materialProperties.uniforms = parameters.uniforms;
  775. }
  776. const uniforms = materialProperties.uniforms;
  777. if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
  778. uniforms.clippingPlanes = clipping.uniform;
  779. }
  780. updateCommonMaterialProperties( material, parameters );
  781. // store the light setup it was created for
  782. materialProperties.needsLights = materialNeedsLights( material );
  783. materialProperties.lightsStateVersion = lightsStateVersion;
  784. if ( materialProperties.needsLights ) {
  785. // wire up the material to this renderer's lighting state
  786. uniforms.ambientLightColor.value = lights.state.ambient;
  787. uniforms.lightProbe.value = lights.state.probe;
  788. uniforms.directionalLights.value = lights.state.directional;
  789. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  790. uniforms.spotLights.value = lights.state.spot;
  791. uniforms.spotLightShadows.value = lights.state.spotShadow;
  792. uniforms.rectAreaLights.value = lights.state.rectArea;
  793. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  794. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  795. uniforms.pointLights.value = lights.state.point;
  796. uniforms.pointLightShadows.value = lights.state.pointShadow;
  797. uniforms.hemisphereLights.value = lights.state.hemi;
  798. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  799. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  800. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  801. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  802. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  803. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  804. // TODO (abelnation): add area lights shadow info to uniforms
  805. }
  806. const progUniforms = program.getUniforms();
  807. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  808. materialProperties.currentProgram = program;
  809. materialProperties.uniformsList = uniformsList;
  810. return program;
  811. }
  812. function updateCommonMaterialProperties( material, parameters ) {
  813. const materialProperties = properties.get( material );
  814. materialProperties.outputEncoding = parameters.outputEncoding;
  815. materialProperties.instancing = parameters.instancing;
  816. materialProperties.skinning = parameters.skinning;
  817. materialProperties.morphTargets = parameters.morphTargets;
  818. materialProperties.morphNormals = parameters.morphNormals;
  819. materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  820. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  821. materialProperties.numIntersection = parameters.numClipIntersection;
  822. materialProperties.vertexAlphas = parameters.vertexAlphas;
  823. materialProperties.vertexTangents = parameters.vertexTangents;
  824. }
  825. function setProgram( camera, scene, geometry, material, object ) {
  826. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  827. textures.resetTextureUnits();
  828. const fog = scene.fog;
  829. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  830. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  831. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  832. const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
  833. const vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;
  834. const morphTargets = !! geometry.morphAttributes.position;
  835. const morphNormals = !! geometry.morphAttributes.normal;
  836. const morphTargetsCount = !! geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0;
  837. const materialProperties = properties.get( material );
  838. const lights = currentRenderState.state.lights;
  839. if ( _clippingEnabled === true ) {
  840. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  841. const useCache =
  842. camera === _currentCamera &&
  843. material.id === _currentMaterialId;
  844. // we might want to call this function with some ClippingGroup
  845. // object instead of the material, once it becomes feasible
  846. // (#8465, #8379)
  847. clipping.setState( material, camera, useCache );
  848. }
  849. }
  850. //
  851. let needsProgramChange = false;
  852. if ( material.version === materialProperties.__version ) {
  853. if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  854. needsProgramChange = true;
  855. } else if ( materialProperties.outputEncoding !== encoding ) {
  856. needsProgramChange = true;
  857. } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
  858. needsProgramChange = true;
  859. } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
  860. needsProgramChange = true;
  861. } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
  862. needsProgramChange = true;
  863. } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
  864. needsProgramChange = true;
  865. } else if ( materialProperties.envMap !== envMap ) {
  866. needsProgramChange = true;
  867. } else if ( material.fog && materialProperties.fog !== fog ) {
  868. needsProgramChange = true;
  869. } else if ( materialProperties.numClippingPlanes !== undefined &&
  870. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  871. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  872. needsProgramChange = true;
  873. } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
  874. needsProgramChange = true;
  875. } else if ( materialProperties.vertexTangents !== vertexTangents ) {
  876. needsProgramChange = true;
  877. } else if ( materialProperties.morphTargets !== morphTargets ) {
  878. needsProgramChange = true;
  879. } else if ( materialProperties.morphNormals !== morphNormals ) {
  880. needsProgramChange = true;
  881. } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
  882. needsProgramChange = true;
  883. }
  884. } else {
  885. needsProgramChange = true;
  886. materialProperties.__version = material.version;
  887. }
  888. //
  889. let program = materialProperties.currentProgram;
  890. if ( needsProgramChange === true ) {
  891. program = getProgram( material, scene, object );
  892. }
  893. let refreshProgram = false;
  894. let refreshMaterial = false;
  895. let refreshLights = false;
  896. const p_uniforms = program.getUniforms(),
  897. m_uniforms = materialProperties.uniforms;
  898. if ( state.useProgram( program.program ) ) {
  899. refreshProgram = true;
  900. refreshMaterial = true;
  901. refreshLights = true;
  902. }
  903. if ( material.id !== _currentMaterialId ) {
  904. _currentMaterialId = material.id;
  905. refreshMaterial = true;
  906. }
  907. if ( refreshProgram || _currentCamera !== camera ) {
  908. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  909. if ( capabilities.logarithmicDepthBuffer ) {
  910. p_uniforms.setValue( _gl, 'logDepthBufFC',
  911. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  912. }
  913. if ( _currentCamera !== camera ) {
  914. _currentCamera = camera;
  915. // lighting uniforms depend on the camera so enforce an update
  916. // now, in case this material supports lights - or later, when
  917. // the next material that does gets activated:
  918. refreshMaterial = true; // set to true on material change
  919. refreshLights = true; // remains set until update done
  920. }
  921. // load material specific uniforms
  922. // (shader material also gets them for the sake of genericity)
  923. if ( material.isShaderMaterial ||
  924. material.isMeshPhongMaterial ||
  925. material.isMeshToonMaterial ||
  926. material.isMeshStandardMaterial ||
  927. material.envMap ) {
  928. const uCamPos = p_uniforms.map.cameraPosition;
  929. if ( uCamPos !== undefined ) {
  930. uCamPos.setValue( _gl,
  931. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  932. }
  933. }
  934. if ( material.isMeshPhongMaterial ||
  935. material.isMeshToonMaterial ||
  936. material.isMeshLambertMaterial ||
  937. material.isMeshBasicMaterial ||
  938. material.isMeshStandardMaterial ||
  939. material.isShaderMaterial ) {
  940. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  941. }
  942. if ( material.isMeshPhongMaterial ||
  943. material.isMeshToonMaterial ||
  944. material.isMeshLambertMaterial ||
  945. material.isMeshBasicMaterial ||
  946. material.isMeshStandardMaterial ||
  947. material.isShaderMaterial ||
  948. material.isShadowMaterial ||
  949. object.isSkinnedMesh ) {
  950. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  951. }
  952. }
  953. // skinning and morph target uniforms must be set even if material didn't change
  954. // auto-setting of texture unit for bone and morph texture must go before other textures
  955. // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
  956. if ( object.isSkinnedMesh ) {
  957. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  958. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  959. const skeleton = object.skeleton;
  960. if ( skeleton ) {
  961. if ( capabilities.floatVertexTextures ) {
  962. if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
  963. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  964. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  965. } else {
  966. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  967. }
  968. }
  969. }
  970. if ( !! geometry && ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) ) {
  971. morphtargets.update( object, geometry, material, program );
  972. }
  973. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  974. materialProperties.receiveShadow = object.receiveShadow;
  975. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  976. }
  977. if ( refreshMaterial ) {
  978. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  979. if ( materialProperties.needsLights ) {
  980. // the current material requires lighting info
  981. // note: all lighting uniforms are always set correctly
  982. // they simply reference the renderer's state for their
  983. // values
  984. //
  985. // use the current material's .needsUpdate flags to set
  986. // the GL state when required
  987. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  988. }
  989. // refresh uniforms common to several materials
  990. if ( fog && material.fog ) {
  991. materials.refreshFogUniforms( m_uniforms, fog );
  992. }
  993. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
  994. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  995. }
  996. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  997. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  998. material.uniformsNeedUpdate = false;
  999. }
  1000. if ( material.isSpriteMaterial ) {
  1001. p_uniforms.setValue( _gl, 'center', object.center );
  1002. }
  1003. // common matrices
  1004. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1005. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1006. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1007. return program;
  1008. }
  1009. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1010. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1011. uniforms.ambientLightColor.needsUpdate = value;
  1012. uniforms.lightProbe.needsUpdate = value;
  1013. uniforms.directionalLights.needsUpdate = value;
  1014. uniforms.directionalLightShadows.needsUpdate = value;
  1015. uniforms.pointLights.needsUpdate = value;
  1016. uniforms.pointLightShadows.needsUpdate = value;
  1017. uniforms.spotLights.needsUpdate = value;
  1018. uniforms.spotLightShadows.needsUpdate = value;
  1019. uniforms.rectAreaLights.needsUpdate = value;
  1020. uniforms.hemisphereLights.needsUpdate = value;
  1021. }
  1022. function materialNeedsLights( material ) {
  1023. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1024. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1025. ( material.isShaderMaterial && material.lights === true );
  1026. }
  1027. this.getActiveCubeFace = function () {
  1028. return _currentActiveCubeFace;
  1029. };
  1030. this.getActiveMipmapLevel = function () {
  1031. return _currentActiveMipmapLevel;
  1032. };
  1033. this.getRenderTarget = function () {
  1034. return _currentRenderTarget;
  1035. };
  1036. this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
  1037. properties.get( renderTarget.texture ).__webglTexture = colorTexture;
  1038. properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
  1039. const renderTargetProperties = properties.get( renderTarget );
  1040. renderTargetProperties.__hasExternalTextures = true;
  1041. if ( renderTargetProperties.__hasExternalTextures ) {
  1042. renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
  1043. if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
  1044. // The multisample_render_to_texture extension doesn't work properly if there
  1045. // are midframe flushes and an external depth buffer. Disable use of the extension.
  1046. if ( renderTarget.useRenderToTexture ) {
  1047. console.warn( 'render-to-texture extension was disabled because an external texture was provided' );
  1048. renderTarget.useRenderToTexture = false;
  1049. renderTarget.useRenderbuffer = true;
  1050. }
  1051. }
  1052. }
  1053. };
  1054. this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
  1055. const renderTargetProperties = properties.get( renderTarget );
  1056. renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
  1057. renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
  1058. };
  1059. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1060. _currentRenderTarget = renderTarget;
  1061. _currentActiveCubeFace = activeCubeFace;
  1062. _currentActiveMipmapLevel = activeMipmapLevel;
  1063. let useDefaultFramebuffer = true;
  1064. if ( renderTarget ) {
  1065. const renderTargetProperties = properties.get( renderTarget );
  1066. if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
  1067. // We need to make sure to rebind the framebuffer.
  1068. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1069. useDefaultFramebuffer = false;
  1070. } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
  1071. textures.setupRenderTarget( renderTarget );
  1072. } else if ( renderTargetProperties.__hasExternalTextures ) {
  1073. // Color and depth texture must be rebound in order for the swapchain to update.
  1074. textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
  1075. }
  1076. }
  1077. let framebuffer = null;
  1078. let isCube = false;
  1079. let isRenderTarget3D = false;
  1080. if ( renderTarget ) {
  1081. const texture = renderTarget.texture;
  1082. if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
  1083. isRenderTarget3D = true;
  1084. }
  1085. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1086. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1087. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1088. isCube = true;
  1089. } else if ( renderTarget.useRenderbuffer ) {
  1090. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1091. } else {
  1092. framebuffer = __webglFramebuffer;
  1093. }
  1094. _currentViewport.copy( renderTarget.viewport );
  1095. _currentScissor.copy( renderTarget.scissor );
  1096. _currentScissorTest = renderTarget.scissorTest;
  1097. } else {
  1098. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1099. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1100. _currentScissorTest = _scissorTest;
  1101. }
  1102. const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1103. if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
  1104. let needsUpdate = false;
  1105. if ( renderTarget ) {
  1106. if ( renderTarget.isWebGLMultipleRenderTargets ) {
  1107. const textures = renderTarget.texture;
  1108. if ( _currentDrawBuffers.length !== textures.length || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
  1109. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  1110. _currentDrawBuffers[ i ] = _gl.COLOR_ATTACHMENT0 + i;
  1111. }
  1112. _currentDrawBuffers.length = textures.length;
  1113. needsUpdate = true;
  1114. }
  1115. } else {
  1116. if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
  1117. _currentDrawBuffers[ 0 ] = _gl.COLOR_ATTACHMENT0;
  1118. _currentDrawBuffers.length = 1;
  1119. needsUpdate = true;
  1120. }
  1121. }
  1122. } else {
  1123. if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.BACK ) {
  1124. _currentDrawBuffers[ 0 ] = _gl.BACK;
  1125. _currentDrawBuffers.length = 1;
  1126. needsUpdate = true;
  1127. }
  1128. }
  1129. if ( needsUpdate ) {
  1130. if ( capabilities.isWebGL2 ) {
  1131. _gl.drawBuffers( _currentDrawBuffers );
  1132. } else {
  1133. extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( _currentDrawBuffers );
  1134. }
  1135. }
  1136. }
  1137. state.viewport( _currentViewport );
  1138. state.scissor( _currentScissor );
  1139. state.setScissorTest( _currentScissorTest );
  1140. if ( isCube ) {
  1141. const textureProperties = properties.get( renderTarget.texture );
  1142. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1143. } else if ( isRenderTarget3D ) {
  1144. const textureProperties = properties.get( renderTarget.texture );
  1145. const layer = activeCubeFace || 0;
  1146. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1147. }
  1148. _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
  1149. };
  1150. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1151. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1152. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1153. return;
  1154. }
  1155. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1156. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1157. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1158. }
  1159. if ( framebuffer ) {
  1160. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1161. try {
  1162. const texture = renderTarget.texture;
  1163. const textureFormat = texture.format;
  1164. const textureType = texture.type;
  1165. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1166. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1167. return;
  1168. }
  1169. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1170. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  1171. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1172. ! halfFloatSupportedByExt ) {
  1173. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1174. return;
  1175. }
  1176. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1177. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1178. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1179. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1180. }
  1181. } else {
  1182. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1183. }
  1184. } finally {
  1185. // restore framebuffer of current render target if necessary
  1186. const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  1187. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1188. }
  1189. }
  1190. };
  1191. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1192. if ( texture.isFramebufferTexture !== true ) {
  1193. console.error( 'THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.' );
  1194. return;
  1195. }
  1196. const levelScale = Math.pow( 2, - level );
  1197. const width = Math.floor( texture.image.width * levelScale );
  1198. const height = Math.floor( texture.image.height * levelScale );
  1199. let glFormat = utils.convert( texture.format );
  1200. if ( capabilities.isWebGL2 ) {
  1201. // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
  1202. // Not needed in Chrome 93+
  1203. if ( glFormat === _gl.RGB ) glFormat = _gl.RGB8;
  1204. if ( glFormat === _gl.RGBA ) glFormat = _gl.RGBA8;
  1205. }
  1206. textures.setTexture2D( texture, 0 );
  1207. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1208. state.unbindTexture();
  1209. };
  1210. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1211. const width = srcTexture.image.width;
  1212. const height = srcTexture.image.height;
  1213. const glFormat = utils.convert( dstTexture.format );
  1214. const glType = utils.convert( dstTexture.type );
  1215. textures.setTexture2D( dstTexture, 0 );
  1216. // As another texture upload may have changed pixelStorei
  1217. // parameters, make sure they are correct for the dstTexture
  1218. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1219. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1220. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1221. if ( srcTexture.isDataTexture ) {
  1222. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1223. } else {
  1224. if ( srcTexture.isCompressedTexture ) {
  1225. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1226. } else {
  1227. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1228. }
  1229. }
  1230. // Generate mipmaps only when copying level 0
  1231. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1232. state.unbindTexture();
  1233. };
  1234. this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
  1235. if ( _this.isWebGL1Renderer ) {
  1236. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  1237. return;
  1238. }
  1239. const width = sourceBox.max.x - sourceBox.min.x + 1;
  1240. const height = sourceBox.max.y - sourceBox.min.y + 1;
  1241. const depth = sourceBox.max.z - sourceBox.min.z + 1;
  1242. const glFormat = utils.convert( dstTexture.format );
  1243. const glType = utils.convert( dstTexture.type );
  1244. let glTarget;
  1245. if ( dstTexture.isDataTexture3D ) {
  1246. textures.setTexture3D( dstTexture, 0 );
  1247. glTarget = _gl.TEXTURE_3D;
  1248. } else if ( dstTexture.isDataTexture2DArray ) {
  1249. textures.setTexture2DArray( dstTexture, 0 );
  1250. glTarget = _gl.TEXTURE_2D_ARRAY;
  1251. } else {
  1252. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1253. return;
  1254. }
  1255. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1256. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1257. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1258. const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  1259. const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  1260. const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  1261. const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  1262. const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
  1263. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;
  1264. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
  1265. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
  1266. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  1267. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  1268. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
  1269. if ( srcTexture.isDataTexture || srcTexture.isDataTexture3D ) {
  1270. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
  1271. } else {
  1272. if ( srcTexture.isCompressedTexture ) {
  1273. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
  1274. _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
  1275. } else {
  1276. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
  1277. }
  1278. }
  1279. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  1280. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  1281. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  1282. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  1283. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
  1284. // Generate mipmaps only when copying level 0
  1285. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
  1286. state.unbindTexture();
  1287. };
  1288. this.initTexture = function ( texture ) {
  1289. textures.setTexture2D( texture, 0 );
  1290. state.unbindTexture();
  1291. };
  1292. this.resetState = function () {
  1293. _currentActiveCubeFace = 0;
  1294. _currentActiveMipmapLevel = 0;
  1295. _currentRenderTarget = null;
  1296. state.reset();
  1297. bindingStates.reset();
  1298. };
  1299. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1300. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  1301. }
  1302. }
  1303. WebGLRenderer.prototype.isWebGLRenderer = true;
  1304. export { WebGLRenderer };