WebGLRenderer3.js 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. *
  4. * parameters = {
  5. * canvas: canvas,
  6. * contextAttributes: {
  7. * alpha: true,
  8. * depth: true,
  9. * stencil: false,
  10. * antialias: true,
  11. * premultipliedAlpha: true,
  12. * preserveDrawingBuffer: false
  13. * }
  14. * }
  15. *
  16. */
  17. THREE.WebGLRenderer3 = function ( parameters ) {
  18. console.log( 'THREE.WebGLRenderer3', THREE.REVISION );
  19. parameters = parameters || {};
  20. var canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' );
  21. var devicePixelRatio = parameters.devicePixelRatio !== undefined
  22. ? parameters.devicePixelRatio
  23. : window.devicePixelRatio !== undefined
  24. ? window.devicePixelRatio
  25. : 1;
  26. var gl;
  27. try {
  28. var attributes = parameters.contextAttributes || {};
  29. gl = canvas.getContext( 'webgl', attributes ) || canvas.getContext( 'experimental-webgl', attributes );
  30. } catch ( exception ) {
  31. console.error( exception );
  32. }
  33. var precision = 'highp';
  34. var extensions = {};
  35. if ( gl !== null ) {
  36. extensions.element_index_uint = gl.getExtension( 'OES_element_index_uint' );
  37. extensions.texture_float = gl.getExtension( 'OES_texture_float' );
  38. extensions.texture_float_linear = gl.getExtension( 'OES_texture_float_linear' );
  39. extensions.standard_derivatives = gl.getExtension( 'OES_standard_derivatives' );
  40. extensions.texture_filter_anisotropic = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  41. extensions.compressed_texture_s3tc = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  42. gl.clearColor( 0, 0, 0, 1 );
  43. gl.clearDepth( 1 );
  44. gl.clearStencil( 0 );
  45. gl.enable( gl.DEPTH_TEST );
  46. gl.depthFunc( gl.LEQUAL );
  47. gl.enable( gl.CULL_FACE );
  48. gl.frontFace( gl.CCW );
  49. gl.cullFace( gl.BACK );
  50. gl.enable( gl.BLEND );
  51. gl.blendEquation( gl.FUNC_ADD );
  52. gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
  53. gl.clearColor( 0, 0, 0, 0 );
  54. }
  55. var clearColor = new THREE.Color( 0x000000 );
  56. var clearAlpha = 0;
  57. //
  58. var vector3 = new THREE.Vector3();
  59. var frustum = new THREE.Frustum();
  60. var normalMatrix = new THREE.Matrix3();
  61. var modelViewMatrix = new THREE.Matrix4();
  62. var cameraViewProjectionMatrix = new THREE.Matrix4();
  63. // buffers
  64. var buffers = {};
  65. var getBuffer = function ( geometry ) {
  66. if ( buffers[ geometry.id ] !== undefined ) {
  67. return buffers[ geometry.id ];
  68. }
  69. var vertices = geometry.vertices;
  70. var faces = geometry.faces;
  71. //
  72. var positions = [];
  73. var addPosition = function ( position ) {
  74. positions.push( position.x, position.y, position.z );
  75. }
  76. var normals = [];
  77. var addNormal = function ( normal ) {
  78. normals.push( normal.x, normal.y, normal.z );
  79. }
  80. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  81. var face = faces[ i ];
  82. var vertexNormals = face.vertexNormals.length > 0;
  83. addPosition( vertices[ face.a ] );
  84. addPosition( vertices[ face.b ] );
  85. addPosition( vertices[ face.c ] );
  86. if ( vertexNormals === true ) {
  87. addNormal( face.vertexNormals[ 0 ] );
  88. addNormal( face.vertexNormals[ 1 ] );
  89. addNormal( face.vertexNormals[ 2 ] );
  90. } else {
  91. addNormal( face.normal );
  92. addNormal( face.normal );
  93. addNormal( face.normal );
  94. }
  95. if ( face instanceof THREE.Face4 ) {
  96. addPosition( vertices[ face.a ] );
  97. addPosition( vertices[ face.c ] );
  98. addPosition( vertices[ face.d ] );
  99. if ( vertexNormals === true ) {
  100. addNormal( face.vertexNormals[ 0 ] );
  101. addNormal( face.vertexNormals[ 2 ] );
  102. addNormal( face.vertexNormals[ 3 ] );
  103. } else {
  104. addNormal( face.normal );
  105. addNormal( face.normal );
  106. addNormal( face.normal );
  107. }
  108. }
  109. }
  110. var buffer = {
  111. positions: gl.createBuffer(),
  112. normals: gl.createBuffer(),
  113. count: positions.length / 3
  114. };
  115. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  116. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
  117. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  118. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( normals ), gl.STATIC_DRAW );
  119. buffers[ geometry.id ] = buffer;
  120. return buffer;
  121. };
  122. // programs
  123. var programs = {};
  124. var programsCache = {};
  125. var getProgram = function ( material ) {
  126. if ( programs[ material.id ] !== undefined ) {
  127. return programs[ material.id ];
  128. }
  129. var vertexShader = [
  130. 'precision ' + precision + ' float;',
  131. 'attribute vec3 position;',
  132. 'attribute vec3 normal;',
  133. 'uniform mat4 modelViewMatrix;',
  134. 'uniform mat3 normalMatrix;',
  135. 'uniform mat4 projectionMatrix;',
  136. ''
  137. ].join( '\n' );
  138. var fragmentShader = [
  139. 'precision ' + precision + ' float;',
  140. ''
  141. ].join( '\n' );
  142. if ( material instanceof THREE.ShaderMaterial ) {
  143. vertexShader += material.vertexShader;
  144. fragmentShader += material.fragmentShader;
  145. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  146. vertexShader += [
  147. 'varying vec3 vNormal;',
  148. 'void main() {',
  149. ' vNormal = normalize( normalMatrix * normal );',
  150. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  151. '}'
  152. ].join( '\n' );
  153. fragmentShader += [
  154. 'varying vec3 vNormal;',
  155. 'uniform float opacity;',
  156. 'void main() {',
  157. ' gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );',
  158. '}'
  159. ].join( '\n' );
  160. } else {
  161. vertexShader += [
  162. 'void main() {',
  163. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  164. '}'
  165. ].join( '\n' );
  166. fragmentShader += [
  167. 'void main() {',
  168. ' gl_FragColor = vec4( 1.0, 0, 0, 1.0 );',
  169. '}'
  170. ].join( '\n' );
  171. }
  172. var program;
  173. var code = vertexShader + fragmentShader;
  174. if ( programsCache[ code ] !== undefined ) {
  175. program = programsCache[ code ];
  176. programs[ material.id ] = program;
  177. } else {
  178. program = gl.createProgram();
  179. gl.attachShader( program, createShader( gl.VERTEX_SHADER, vertexShader ) );
  180. gl.attachShader( program, createShader( gl.FRAGMENT_SHADER, fragmentShader ) );
  181. gl.linkProgram( program );
  182. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === true ) {
  183. programsCache[ code ] = program;
  184. programs[ material.id ] = program;
  185. } else {
  186. console.error( 'VALIDATE_STATUS: ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) );
  187. console.error( 'GL_ERROR: ' + gl.getError() );
  188. // fallback
  189. program = getProgram( new THREE.MeshBasicMaterial() );
  190. programs[ material.id ] = program;
  191. }
  192. }
  193. return program;
  194. };
  195. var createShader = function ( type, string ) {
  196. var shader = gl.createShader( type );
  197. gl.shaderSource( shader, string );
  198. gl.compileShader( shader );
  199. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === true ) {
  200. // console.log( string );
  201. } else {
  202. console.error( gl.getShaderInfoLog( shader ), string );
  203. return null;
  204. }
  205. return shader;
  206. };
  207. this.domElement = canvas;
  208. this.extensions = extensions;
  209. this.autoClear = true; // TODO: Make private
  210. this.setClearColor = function ( color, alpha ) {
  211. clearColor.set( color );
  212. clearAlpha = alpha !== undefined ? alpha : 1;
  213. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  214. };
  215. this.setSize = function ( width, height, updateStyle ) {
  216. canvas.width = width * devicePixelRatio;
  217. canvas.height = height * devicePixelRatio;
  218. if ( devicePixelRatio !== 1 && updateStyle !== false ) {
  219. canvas.style.width = width + 'px';
  220. canvas.style.height = height + 'px';
  221. }
  222. gl.viewport( 0, 0, canvas.width, canvas.height );
  223. };
  224. this.clear = function ( color, depth, stencil ) {
  225. var bits = 0;
  226. if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT;
  227. if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT;
  228. if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT;
  229. gl.clear( bits );
  230. };
  231. // blending
  232. var currentBlending = null;
  233. var setBlending = function ( blending ) {
  234. if ( blending !== currentBlending ) {
  235. if ( blending === THREE.NoBlending ) {
  236. gl.disable( gl.BLEND );
  237. } else {
  238. gl.enable( gl.BLEND );
  239. }
  240. currentBlending = blending;
  241. }
  242. };
  243. // depthTest
  244. var currentDepthTest = null;
  245. var setDepthTest = function ( value ) {
  246. if ( value !== currentDepthTest ) {
  247. value === true ? gl.enable( gl.DEPTH_TEST ) : gl.disable( gl.DEPTH_TEST );
  248. currentDepthTest = value;
  249. }
  250. };
  251. // depthWrite
  252. var currentDepthWrite = null;
  253. var setDepthWrite = function ( value ) {
  254. if ( value !== currentDepthWrite ) {
  255. gl.depthMask( value );
  256. currentDepthWrite = value;
  257. }
  258. };
  259. var objectsOpaque = [];
  260. var objectsTransparent = [];
  261. var projectObject = function ( object, camera ) {
  262. if ( object.visible === false ) return;
  263. if ( object instanceof THREE.Mesh && frustum.intersectsObject( object ) === true ) {
  264. // TODO: Do not polute scene graph with .z
  265. if ( object.renderDepth !== null ) {
  266. object.z = object.renderDepth;
  267. } else {
  268. vector3.getPositionFromMatrix( object.matrixWorld );
  269. vector3.applyProjection( cameraViewProjectionMatrix );
  270. object.z = vector3.z;
  271. }
  272. if ( object.material.transparent === true ) {
  273. objectsTransparent.push( object );
  274. } else {
  275. objectsOpaque.push( object );
  276. }
  277. }
  278. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  279. projectObject( object.children[ i ], camera );
  280. }
  281. };
  282. var sortOpaque = function ( a, b ) {
  283. return a.z - b.z;
  284. };
  285. var sortTransparent = function ( a, b ) {
  286. return a.z !== b.z ? b.z - a.z : b.id - a.id;
  287. };
  288. var currentBuffer, currentMaterial, currentProgram;
  289. var locations = {};
  290. var renderObject = function ( object, camera ) {
  291. var buffer = getBuffer( object.geometry );
  292. var material = object.material;
  293. if ( material !== currentMaterial ) {
  294. var program = getProgram( object.material );
  295. if ( program !== currentProgram ) {
  296. gl.useProgram( program );
  297. locations.modelViewMatrix = gl.getUniformLocation( program, 'modelViewMatrix' );
  298. locations.normalMatrix = gl.getUniformLocation( program, 'normalMatrix' );
  299. locations.projectionMatrix = gl.getUniformLocation( program, 'projectionMatrix' );
  300. locations.position = gl.getAttribLocation( program, 'position' );
  301. locations.normal = gl.getAttribLocation( program, 'normal' );
  302. gl.uniformMatrix4fv( locations.projectionMatrix, false, camera.projectionMatrix.elements );
  303. currentProgram = program;
  304. }
  305. if ( material instanceof THREE.MeshNormalMaterial ) {
  306. gl.uniform1f( gl.getUniformLocation( program, 'opacity' ), material.opacity );
  307. } else if ( material instanceof THREE.ShaderMaterial ) {
  308. var uniforms = material.uniforms;
  309. for ( var uniform in uniforms ) {
  310. var location = gl.getUniformLocation( program, uniform );
  311. var type = uniforms[ uniform ].type;
  312. var value = uniforms[ uniform ].value;
  313. if ( type === "i" ) { // single integer
  314. gl.uniform1i( location, value );
  315. } else if ( type === "f" ) { // single float
  316. gl.uniform1f( location, value );
  317. } else if ( type === "v2" ) { // single THREE.Vector2
  318. gl.uniform2f( location, value.x, value.y );
  319. } else if ( type === "v3" ) { // single THREE.Vector3
  320. gl.uniform3f( location, value.x, value.y, value.z );
  321. } else if ( type === "v4" ) { // single THREE.Vector4
  322. gl.uniform4f( location, value.x, value.y, value.z, value.w );
  323. } else if ( type === "c" ) { // single THREE.Color
  324. gl.uniform3f( location, value.r, value.g, value.b );
  325. }
  326. }
  327. }
  328. currentMaterial = material;
  329. }
  330. if ( buffer !== currentBuffer ) {
  331. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  332. gl.enableVertexAttribArray( locations.position );
  333. gl.vertexAttribPointer( locations.position, 3, gl.FLOAT, false, 0, 0 );
  334. if ( locations.normal >= 0 ) {
  335. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  336. gl.enableVertexAttribArray( locations.normal );
  337. gl.vertexAttribPointer( locations.normal, 3, gl.FLOAT, false, 0, 0 );
  338. }
  339. currentBuffer = buffer;
  340. }
  341. modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  342. normalMatrix.getNormalMatrix( modelViewMatrix );
  343. gl.uniformMatrix4fv( locations.modelViewMatrix, false, modelViewMatrix.elements );
  344. gl.uniformMatrix3fv( locations.normalMatrix, false, normalMatrix.elements );
  345. gl.drawArrays( gl.TRIANGLES, 0, buffer.count );
  346. };
  347. this.render = function ( scene, camera ) {
  348. if ( this.autoClear === true ) this.clear();
  349. scene.updateMatrixWorld();
  350. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  351. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  352. cameraViewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  353. frustum.setFromMatrix( cameraViewProjectionMatrix );
  354. objectsOpaque.length = 0;
  355. objectsTransparent.length = 0;
  356. currentBuffer = undefined;
  357. currentMaterial = undefined;
  358. currentProgram = undefined;
  359. projectObject( scene, camera );
  360. if ( objectsOpaque.length > 0 ) {
  361. objectsOpaque.sort( sortOpaque );
  362. setBlending( THREE.NoBlending );
  363. for ( var i = 0, l = objectsOpaque.length; i < l; i ++ ) {
  364. renderObject( objectsOpaque[ i ], camera );
  365. }
  366. }
  367. if ( objectsTransparent.length > 0 ) {
  368. objectsTransparent.sort( sortTransparent );
  369. setBlending( THREE.NormalBlending );
  370. for ( var i = 0, l = objectsTransparent.length; i < l; i ++ ) {
  371. renderObject( objectsTransparent[ i ], camera );
  372. }
  373. }
  374. };
  375. };