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WebGLRenderer.js 52 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 { Scene } from '../scenes/Scene.js';
  25. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  26. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  27. import { WebGLBackground } from './webgl/WebGLBackground.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. var _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. var currentRenderList = null;
  61. var 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. var _this = this,
  96. _isContextLost = false,
  97. // internal state cache
  98. _framebuffer = null,
  99. _currentActiveCubeFace = 0,
  100. _currentActiveMipmapLevel = 0,
  101. _currentRenderTarget = null,
  102. _currentFramebuffer = null,
  103. _currentMaterialId = - 1,
  104. // geometry and program caching
  105. _currentGeometryProgram = {
  106. geometry: null,
  107. program: null,
  108. wireframe: false
  109. },
  110. _currentCamera = null,
  111. _currentArrayCamera = null,
  112. _currentViewport = new Vector4(),
  113. _currentScissor = new Vector4(),
  114. _currentScissorTest = null,
  115. //
  116. _width = _canvas.width,
  117. _height = _canvas.height,
  118. _pixelRatio = 1,
  119. _opaqueSort = null,
  120. _transparentSort = null,
  121. _viewport = new Vector4( 0, 0, _width, _height ),
  122. _scissor = new Vector4( 0, 0, _width, _height ),
  123. _scissorTest = false,
  124. // frustum
  125. _frustum = new Frustum(),
  126. // clipping
  127. _clipping = new WebGLClipping(),
  128. _clippingEnabled = false,
  129. _localClippingEnabled = false,
  130. // camera matrices cache
  131. _projScreenMatrix = new Matrix4(),
  132. _vector3 = new Vector3();
  133. function getTargetPixelRatio() {
  134. return _currentRenderTarget === null ? _pixelRatio : 1;
  135. }
  136. // initialize
  137. var _gl;
  138. try {
  139. var contextAttributes = {
  140. alpha: _alpha,
  141. depth: _depth,
  142. stencil: _stencil,
  143. antialias: _antialias,
  144. premultipliedAlpha: _premultipliedAlpha,
  145. preserveDrawingBuffer: _preserveDrawingBuffer,
  146. powerPreference: _powerPreference,
  147. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  148. xrCompatible: true
  149. };
  150. // event listeners must be registered before WebGL context is created, see #12753
  151. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  152. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  153. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  154. if ( _gl === null ) {
  155. if ( _canvas.getContext( 'webgl' ) !== null ) {
  156. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  157. } else {
  158. throw new Error( 'Error creating WebGL context.' );
  159. }
  160. }
  161. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  162. if ( _gl.getShaderPrecisionFormat === undefined ) {
  163. _gl.getShaderPrecisionFormat = function () {
  164. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  165. };
  166. }
  167. } catch ( error ) {
  168. console.error( 'THREE.WebGLRenderer: ' + error.message );
  169. throw error;
  170. }
  171. var extensions, capabilities, state, info;
  172. var properties, textures, attributes, geometries, objects;
  173. var programCache, materials, renderLists, renderStates;
  174. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  175. var utils;
  176. function initGLContext() {
  177. extensions = new WebGLExtensions( _gl );
  178. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  179. if ( capabilities.isWebGL2 === false ) {
  180. extensions.get( 'WEBGL_depth_texture' );
  181. extensions.get( 'OES_texture_float' );
  182. extensions.get( 'OES_texture_half_float' );
  183. extensions.get( 'OES_texture_half_float_linear' );
  184. extensions.get( 'OES_standard_derivatives' );
  185. extensions.get( 'OES_element_index_uint' );
  186. extensions.get( 'ANGLE_instanced_arrays' );
  187. }
  188. extensions.get( 'OES_texture_float_linear' );
  189. utils = new WebGLUtils( _gl, extensions, capabilities );
  190. state = new WebGLState( _gl, extensions, capabilities );
  191. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  192. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  193. info = new WebGLInfo( _gl );
  194. properties = new WebGLProperties();
  195. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  196. attributes = new WebGLAttributes( _gl, capabilities );
  197. geometries = new WebGLGeometries( _gl, attributes, info );
  198. objects = new WebGLObjects( _gl, geometries, attributes, info );
  199. morphtargets = new WebGLMorphtargets( _gl );
  200. programCache = new WebGLPrograms( _this, extensions, capabilities );
  201. materials = new WebGLMaterials( properties );
  202. renderLists = new WebGLRenderLists();
  203. renderStates = new WebGLRenderStates();
  204. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  205. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  206. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  207. info.programs = programCache.programs;
  208. _this.capabilities = capabilities;
  209. _this.extensions = extensions;
  210. _this.properties = properties;
  211. _this.renderLists = renderLists;
  212. _this.state = state;
  213. _this.info = info;
  214. }
  215. initGLContext();
  216. // xr
  217. var xr = new WebXRManager( _this, _gl );
  218. this.xr = xr;
  219. // shadow map
  220. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  221. this.shadowMap = shadowMap;
  222. // API
  223. this.getContext = function () {
  224. return _gl;
  225. };
  226. this.getContextAttributes = function () {
  227. return _gl.getContextAttributes();
  228. };
  229. this.forceContextLoss = function () {
  230. var extension = extensions.get( 'WEBGL_lose_context' );
  231. if ( extension ) extension.loseContext();
  232. };
  233. this.forceContextRestore = function () {
  234. var extension = extensions.get( 'WEBGL_lose_context' );
  235. if ( extension ) extension.restoreContext();
  236. };
  237. this.getPixelRatio = function () {
  238. return _pixelRatio;
  239. };
  240. this.setPixelRatio = function ( value ) {
  241. if ( value === undefined ) return;
  242. _pixelRatio = value;
  243. this.setSize( _width, _height, false );
  244. };
  245. this.getSize = function ( target ) {
  246. if ( target === undefined ) {
  247. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  248. target = new Vector2();
  249. }
  250. return target.set( _width, _height );
  251. };
  252. this.setSize = function ( width, height, updateStyle ) {
  253. if ( xr.isPresenting ) {
  254. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  255. return;
  256. }
  257. _width = width;
  258. _height = height;
  259. _canvas.width = Math.floor( width * _pixelRatio );
  260. _canvas.height = Math.floor( height * _pixelRatio );
  261. if ( updateStyle !== false ) {
  262. _canvas.style.width = width + 'px';
  263. _canvas.style.height = height + 'px';
  264. }
  265. this.setViewport( 0, 0, width, height );
  266. };
  267. this.getDrawingBufferSize = function ( target ) {
  268. if ( target === undefined ) {
  269. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  270. target = new Vector2();
  271. }
  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. if ( target === undefined ) {
  284. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  285. target = new Vector4();
  286. }
  287. return target.copy( _currentViewport );
  288. };
  289. this.getViewport = function ( target ) {
  290. return target.copy( _viewport );
  291. };
  292. this.setViewport = function ( x, y, width, height ) {
  293. if ( x.isVector4 ) {
  294. _viewport.set( x.x, x.y, x.z, x.w );
  295. } else {
  296. _viewport.set( x, y, width, height );
  297. }
  298. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  299. };
  300. this.getScissor = function ( target ) {
  301. return target.copy( _scissor );
  302. };
  303. this.setScissor = function ( x, y, width, height ) {
  304. if ( x.isVector4 ) {
  305. _scissor.set( x.x, x.y, x.z, x.w );
  306. } else {
  307. _scissor.set( x, y, width, height );
  308. }
  309. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  310. };
  311. this.getScissorTest = function () {
  312. return _scissorTest;
  313. };
  314. this.setScissorTest = function ( boolean ) {
  315. state.setScissorTest( _scissorTest = boolean );
  316. };
  317. this.setOpaqueSort = function ( method ) {
  318. _opaqueSort = method;
  319. };
  320. this.setTransparentSort = function ( method ) {
  321. _transparentSort = method;
  322. };
  323. // Clearing
  324. this.getClearColor = function () {
  325. return background.getClearColor();
  326. };
  327. this.setClearColor = function () {
  328. background.setClearColor.apply( background, arguments );
  329. };
  330. this.getClearAlpha = function () {
  331. return background.getClearAlpha();
  332. };
  333. this.setClearAlpha = function () {
  334. background.setClearAlpha.apply( background, arguments );
  335. };
  336. this.clear = function ( color, depth, stencil ) {
  337. var bits = 0;
  338. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  339. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  340. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  341. _gl.clear( bits );
  342. };
  343. this.clearColor = function () {
  344. this.clear( true, false, false );
  345. };
  346. this.clearDepth = function () {
  347. this.clear( false, true, false );
  348. };
  349. this.clearStencil = function () {
  350. this.clear( false, false, true );
  351. };
  352. //
  353. this.dispose = function () {
  354. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  355. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  356. renderLists.dispose();
  357. renderStates.dispose();
  358. properties.dispose();
  359. objects.dispose();
  360. xr.dispose();
  361. animation.stop();
  362. };
  363. // Events
  364. function onContextLost( event ) {
  365. event.preventDefault();
  366. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  367. _isContextLost = true;
  368. }
  369. function onContextRestore( /* event */ ) {
  370. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  371. _isContextLost = false;
  372. initGLContext();
  373. }
  374. function onMaterialDispose( event ) {
  375. var material = event.target;
  376. material.removeEventListener( 'dispose', onMaterialDispose );
  377. deallocateMaterial( material );
  378. }
  379. // Buffer deallocation
  380. function deallocateMaterial( material ) {
  381. releaseMaterialProgramReference( material );
  382. properties.remove( material );
  383. }
  384. function releaseMaterialProgramReference( material ) {
  385. var programInfo = properties.get( material ).program;
  386. material.program = undefined;
  387. if ( programInfo !== undefined ) {
  388. programCache.releaseProgram( programInfo );
  389. }
  390. }
  391. // Buffer rendering
  392. function renderObjectImmediate( object, program ) {
  393. object.render( function ( object ) {
  394. _this.renderBufferImmediate( object, program );
  395. } );
  396. }
  397. this.renderBufferImmediate = function ( object, program ) {
  398. state.initAttributes();
  399. var buffers = properties.get( object );
  400. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  401. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  402. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  403. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  404. var programAttributes = program.getAttributes();
  405. if ( object.hasPositions ) {
  406. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  407. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  408. state.enableAttribute( programAttributes.position );
  409. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  410. }
  411. if ( object.hasNormals ) {
  412. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  413. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  414. state.enableAttribute( programAttributes.normal );
  415. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  416. }
  417. if ( object.hasUvs ) {
  418. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  419. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  420. state.enableAttribute( programAttributes.uv );
  421. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  422. }
  423. if ( object.hasColors ) {
  424. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  425. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  426. state.enableAttribute( programAttributes.color );
  427. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  428. }
  429. state.disableUnusedAttributes();
  430. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  431. object.count = 0;
  432. };
  433. var tempScene = new Scene();
  434. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  435. if ( scene === null ) scene = tempScene; // renderBufferDirect second parameter used to be fog (could be null)
  436. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  437. var program = setProgram( camera, scene, material, object );
  438. state.setMaterial( material, frontFaceCW );
  439. var updateBuffers = false;
  440. if ( _currentGeometryProgram.geometry !== geometry.id ||
  441. _currentGeometryProgram.program !== program.id ||
  442. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  443. _currentGeometryProgram.geometry = geometry.id;
  444. _currentGeometryProgram.program = program.id;
  445. _currentGeometryProgram.wireframe = material.wireframe === true;
  446. updateBuffers = true;
  447. }
  448. if ( material.morphTargets || material.morphNormals ) {
  449. morphtargets.update( object, geometry, material, program );
  450. updateBuffers = true;
  451. }
  452. if ( object.isInstancedMesh === true ) {
  453. updateBuffers = true;
  454. }
  455. //
  456. var index = geometry.index;
  457. var position = geometry.attributes.position;
  458. //
  459. if ( index === null ) {
  460. if ( position === undefined || position.count === 0 ) return;
  461. } else if ( index.count === 0 ) {
  462. return;
  463. }
  464. //
  465. var rangeFactor = 1;
  466. if ( material.wireframe === true ) {
  467. index = geometries.getWireframeAttribute( geometry );
  468. rangeFactor = 2;
  469. }
  470. var attribute;
  471. var renderer = bufferRenderer;
  472. if ( index !== null ) {
  473. attribute = attributes.get( index );
  474. renderer = indexedBufferRenderer;
  475. renderer.setIndex( attribute );
  476. }
  477. if ( updateBuffers ) {
  478. setupVertexAttributes( object, geometry, material, program );
  479. if ( index !== null ) {
  480. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
  481. }
  482. }
  483. //
  484. var dataCount = ( index !== null ) ? index.count : position.count;
  485. var rangeStart = geometry.drawRange.start * rangeFactor;
  486. var rangeCount = geometry.drawRange.count * rangeFactor;
  487. var groupStart = group !== null ? group.start * rangeFactor : 0;
  488. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  489. var drawStart = Math.max( rangeStart, groupStart );
  490. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  491. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  492. if ( drawCount === 0 ) return;
  493. //
  494. if ( object.isMesh ) {
  495. if ( material.wireframe === true ) {
  496. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  497. renderer.setMode( _gl.LINES );
  498. } else {
  499. renderer.setMode( _gl.TRIANGLES );
  500. }
  501. } else if ( object.isLine ) {
  502. var lineWidth = material.linewidth;
  503. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  504. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  505. if ( object.isLineSegments ) {
  506. renderer.setMode( _gl.LINES );
  507. } else if ( object.isLineLoop ) {
  508. renderer.setMode( _gl.LINE_LOOP );
  509. } else {
  510. renderer.setMode( _gl.LINE_STRIP );
  511. }
  512. } else if ( object.isPoints ) {
  513. renderer.setMode( _gl.POINTS );
  514. } else if ( object.isSprite ) {
  515. renderer.setMode( _gl.TRIANGLES );
  516. }
  517. if ( object.isInstancedMesh ) {
  518. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  519. } else if ( geometry.isInstancedBufferGeometry ) {
  520. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  521. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  522. } else {
  523. renderer.render( drawStart, drawCount );
  524. }
  525. };
  526. function setupVertexAttributes( object, geometry, material, program ) {
  527. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  528. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;
  529. }
  530. state.initAttributes();
  531. var geometryAttributes = geometry.attributes;
  532. var programAttributes = program.getAttributes();
  533. var materialDefaultAttributeValues = material.defaultAttributeValues;
  534. for ( var name in programAttributes ) {
  535. var programAttribute = programAttributes[ name ];
  536. if ( programAttribute >= 0 ) {
  537. var geometryAttribute = geometryAttributes[ name ];
  538. if ( geometryAttribute !== undefined ) {
  539. var normalized = geometryAttribute.normalized;
  540. var size = geometryAttribute.itemSize;
  541. var attribute = attributes.get( geometryAttribute );
  542. // TODO Attribute may not be available on context restore
  543. if ( attribute === undefined ) continue;
  544. var buffer = attribute.buffer;
  545. var type = attribute.type;
  546. var bytesPerElement = attribute.bytesPerElement;
  547. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  548. var data = geometryAttribute.data;
  549. var stride = data.stride;
  550. var offset = geometryAttribute.offset;
  551. if ( data && data.isInstancedInterleavedBuffer ) {
  552. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  553. if ( geometry._maxInstanceCount === undefined ) {
  554. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  555. }
  556. } else {
  557. state.enableAttribute( programAttribute );
  558. }
  559. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  560. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  561. } else {
  562. if ( geometryAttribute.isInstancedBufferAttribute ) {
  563. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  564. if ( geometry._maxInstanceCount === undefined ) {
  565. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  566. }
  567. } else {
  568. state.enableAttribute( programAttribute );
  569. }
  570. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  571. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  572. }
  573. } else if ( name === 'instanceMatrix' ) {
  574. var attribute = attributes.get( object.instanceMatrix );
  575. // TODO Attribute may not be available on context restore
  576. if ( attribute === undefined ) continue;
  577. var buffer = attribute.buffer;
  578. var type = attribute.type;
  579. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  580. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  581. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  582. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  583. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
  584. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  585. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  586. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  587. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  588. } else if ( materialDefaultAttributeValues !== undefined ) {
  589. var value = materialDefaultAttributeValues[ name ];
  590. if ( value !== undefined ) {
  591. switch ( value.length ) {
  592. case 2:
  593. _gl.vertexAttrib2fv( programAttribute, value );
  594. break;
  595. case 3:
  596. _gl.vertexAttrib3fv( programAttribute, value );
  597. break;
  598. case 4:
  599. _gl.vertexAttrib4fv( programAttribute, value );
  600. break;
  601. default:
  602. _gl.vertexAttrib1fv( programAttribute, value );
  603. }
  604. }
  605. }
  606. }
  607. }
  608. state.disableUnusedAttributes();
  609. }
  610. // Compile
  611. this.compile = function ( scene, camera ) {
  612. currentRenderState = renderStates.get( scene, camera );
  613. currentRenderState.init();
  614. scene.traverse( function ( object ) {
  615. if ( object.isLight ) {
  616. currentRenderState.pushLight( object );
  617. if ( object.castShadow ) {
  618. currentRenderState.pushShadow( object );
  619. }
  620. }
  621. } );
  622. currentRenderState.setupLights( camera );
  623. const compiled = {};
  624. scene.traverse( function ( object ) {
  625. let material = object.material;
  626. if ( material ) {
  627. if ( Array.isArray( material ) ) {
  628. for ( let i = 0; i < material.length; i ++ ) {
  629. let material2 = material[ i ];
  630. if ( material2.uuid in compiled === false ) {
  631. initMaterial( material2, scene, object );
  632. compiled[ material2.uuid ] = true;
  633. }
  634. }
  635. } else if ( material.uuid in compiled === false ) {
  636. initMaterial( material, scene, object );
  637. compiled[ material.uuid ] = true;
  638. }
  639. }
  640. } );
  641. };
  642. // Animation Loop
  643. var onAnimationFrameCallback = null;
  644. function onAnimationFrame( time ) {
  645. if ( xr.isPresenting ) return;
  646. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  647. }
  648. var animation = new WebGLAnimation();
  649. animation.setAnimationLoop( onAnimationFrame );
  650. if ( typeof window !== 'undefined' ) animation.setContext( window );
  651. this.setAnimationLoop = function ( callback ) {
  652. onAnimationFrameCallback = callback;
  653. xr.setAnimationLoop( callback );
  654. animation.start();
  655. };
  656. // Rendering
  657. this.render = function ( scene, camera ) {
  658. var renderTarget, forceClear;
  659. if ( arguments[ 2 ] !== undefined ) {
  660. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  661. renderTarget = arguments[ 2 ];
  662. }
  663. if ( arguments[ 3 ] !== undefined ) {
  664. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  665. forceClear = arguments[ 3 ];
  666. }
  667. if ( ! ( camera && camera.isCamera ) ) {
  668. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  669. return;
  670. }
  671. if ( _isContextLost ) return;
  672. // reset caching for this frame
  673. _currentGeometryProgram.geometry = null;
  674. _currentGeometryProgram.program = null;
  675. _currentGeometryProgram.wireframe = false;
  676. _currentMaterialId = - 1;
  677. _currentCamera = null;
  678. // update scene graph
  679. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  680. // update camera matrices and frustum
  681. if ( camera.parent === null ) camera.updateMatrixWorld();
  682. if ( xr.enabled && xr.isPresenting ) {
  683. camera = xr.getCamera( camera );
  684. }
  685. //
  686. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  687. currentRenderState = renderStates.get( scene, camera );
  688. currentRenderState.init();
  689. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  690. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  691. _localClippingEnabled = this.localClippingEnabled;
  692. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  693. currentRenderList = renderLists.get( scene, camera );
  694. currentRenderList.init();
  695. projectObject( scene, camera, 0, _this.sortObjects );
  696. currentRenderList.finish();
  697. if ( _this.sortObjects === true ) {
  698. currentRenderList.sort( _opaqueSort, _transparentSort );
  699. }
  700. //
  701. if ( _clippingEnabled ) _clipping.beginShadows();
  702. var shadowsArray = currentRenderState.state.shadowsArray;
  703. shadowMap.render( shadowsArray, scene, camera );
  704. currentRenderState.setupLights( camera );
  705. if ( _clippingEnabled ) _clipping.endShadows();
  706. //
  707. if ( this.info.autoReset ) this.info.reset();
  708. if ( renderTarget !== undefined ) {
  709. this.setRenderTarget( renderTarget );
  710. }
  711. //
  712. background.render( currentRenderList, scene, camera, forceClear );
  713. // render scene
  714. var opaqueObjects = currentRenderList.opaque;
  715. var transparentObjects = currentRenderList.transparent;
  716. if ( scene.overrideMaterial ) {
  717. var overrideMaterial = scene.overrideMaterial;
  718. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  719. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  720. } else {
  721. // opaque pass (front-to-back order)
  722. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  723. // transparent pass (back-to-front order)
  724. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  725. }
  726. //
  727. scene.onAfterRender( _this, scene, camera );
  728. //
  729. if ( _currentRenderTarget !== null ) {
  730. // Generate mipmap if we're using any kind of mipmap filtering
  731. textures.updateRenderTargetMipmap( _currentRenderTarget );
  732. // resolve multisample renderbuffers to a single-sample texture if necessary
  733. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  734. }
  735. // Ensure depth buffer writing is enabled so it can be cleared on next render
  736. state.buffers.depth.setTest( true );
  737. state.buffers.depth.setMask( true );
  738. state.buffers.color.setMask( true );
  739. state.setPolygonOffset( false );
  740. // _gl.finish();
  741. currentRenderList = null;
  742. currentRenderState = null;
  743. };
  744. function projectObject( object, camera, groupOrder, sortObjects ) {
  745. if ( object.visible === false ) return;
  746. var visible = object.layers.test( camera.layers );
  747. if ( visible ) {
  748. if ( object.isGroup ) {
  749. groupOrder = object.renderOrder;
  750. } else if ( object.isLOD ) {
  751. if ( object.autoUpdate === true ) object.update( camera );
  752. } else if ( object.isLight ) {
  753. currentRenderState.pushLight( object );
  754. if ( object.castShadow ) {
  755. currentRenderState.pushShadow( object );
  756. }
  757. } else if ( object.isSprite ) {
  758. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  759. if ( sortObjects ) {
  760. _vector3.setFromMatrixPosition( object.matrixWorld )
  761. .applyMatrix4( _projScreenMatrix );
  762. }
  763. var geometry = objects.update( object );
  764. var material = object.material;
  765. if ( material.visible ) {
  766. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  767. }
  768. }
  769. } else if ( object.isImmediateRenderObject ) {
  770. if ( sortObjects ) {
  771. _vector3.setFromMatrixPosition( object.matrixWorld )
  772. .applyMatrix4( _projScreenMatrix );
  773. }
  774. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  775. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  776. if ( object.isSkinnedMesh ) {
  777. // update skeleton only once in a frame
  778. if ( object.skeleton.frame !== info.render.frame ) {
  779. object.skeleton.update();
  780. object.skeleton.frame = info.render.frame;
  781. }
  782. }
  783. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  784. if ( sortObjects ) {
  785. _vector3.setFromMatrixPosition( object.matrixWorld )
  786. .applyMatrix4( _projScreenMatrix );
  787. }
  788. var geometry = objects.update( object );
  789. var material = object.material;
  790. if ( Array.isArray( material ) ) {
  791. var groups = geometry.groups;
  792. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  793. var group = groups[ i ];
  794. var groupMaterial = material[ group.materialIndex ];
  795. if ( groupMaterial && groupMaterial.visible ) {
  796. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  797. }
  798. }
  799. } else if ( material.visible ) {
  800. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  801. }
  802. }
  803. }
  804. }
  805. var children = object.children;
  806. for ( var i = 0, l = children.length; i < l; i ++ ) {
  807. projectObject( children[ i ], camera, groupOrder, sortObjects );
  808. }
  809. }
  810. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  811. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  812. var renderItem = renderList[ i ];
  813. var object = renderItem.object;
  814. var geometry = renderItem.geometry;
  815. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  816. var group = renderItem.group;
  817. if ( camera.isArrayCamera ) {
  818. _currentArrayCamera = camera;
  819. var cameras = camera.cameras;
  820. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  821. var camera2 = cameras[ j ];
  822. if ( object.layers.test( camera2.layers ) ) {
  823. state.viewport( _currentViewport.copy( camera2.viewport ) );
  824. currentRenderState.setupLights( camera2 );
  825. renderObject( object, scene, camera2, geometry, material, group );
  826. }
  827. }
  828. } else {
  829. _currentArrayCamera = null;
  830. renderObject( object, scene, camera, geometry, material, group );
  831. }
  832. }
  833. }
  834. function renderObject( object, scene, camera, geometry, material, group ) {
  835. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  836. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  837. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  838. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  839. if ( object.isImmediateRenderObject ) {
  840. var program = setProgram( camera, scene, material, object );
  841. state.setMaterial( material );
  842. _currentGeometryProgram.geometry = null;
  843. _currentGeometryProgram.program = null;
  844. _currentGeometryProgram.wireframe = false;
  845. renderObjectImmediate( object, program );
  846. } else {
  847. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  848. }
  849. object.onAfterRender( _this, scene, camera, geometry, material, group );
  850. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  851. }
  852. function initMaterial( material, scene, object ) {
  853. var materialProperties = properties.get( material );
  854. var lights = currentRenderState.state.lights;
  855. var shadowsArray = currentRenderState.state.shadowsArray;
  856. var lightsStateVersion = lights.state.version;
  857. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  858. var programCacheKey = programCache.getProgramCacheKey( parameters );
  859. var program = materialProperties.program;
  860. var programChange = true;
  861. if ( program === undefined ) {
  862. // new material
  863. material.addEventListener( 'dispose', onMaterialDispose );
  864. } else if ( program.cacheKey !== programCacheKey ) {
  865. // changed glsl or parameters
  866. releaseMaterialProgramReference( material );
  867. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  868. materialProperties.lightsStateVersion = lightsStateVersion;
  869. programChange = false;
  870. } else if ( parameters.shaderID !== undefined ) {
  871. // same glsl and uniform list
  872. return;
  873. } else {
  874. // only rebuild uniform list
  875. programChange = false;
  876. }
  877. if ( programChange ) {
  878. program = programCache.acquireProgram( parameters, programCacheKey );
  879. materialProperties.program = program;
  880. materialProperties.uniforms = parameters.uniforms;
  881. materialProperties.outputEncoding = parameters.outputEncoding;
  882. material.program = program;
  883. }
  884. var programAttributes = program.getAttributes();
  885. if ( material.morphTargets ) {
  886. material.numSupportedMorphTargets = 0;
  887. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  888. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  889. material.numSupportedMorphTargets ++;
  890. }
  891. }
  892. }
  893. if ( material.morphNormals ) {
  894. material.numSupportedMorphNormals = 0;
  895. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  896. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  897. material.numSupportedMorphNormals ++;
  898. }
  899. }
  900. }
  901. var uniforms = materialProperties.uniforms;
  902. if ( ! material.isShaderMaterial &&
  903. ! material.isRawShaderMaterial ||
  904. material.clipping === true ) {
  905. materialProperties.numClippingPlanes = _clipping.numPlanes;
  906. materialProperties.numIntersection = _clipping.numIntersection;
  907. uniforms.clippingPlanes = _clipping.uniform;
  908. }
  909. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  910. materialProperties.fog = scene.fog;
  911. // store the light setup it was created for
  912. materialProperties.needsLights = materialNeedsLights( material );
  913. materialProperties.lightsStateVersion = lightsStateVersion;
  914. if ( materialProperties.needsLights ) {
  915. // wire up the material to this renderer's lighting state
  916. uniforms.ambientLightColor.value = lights.state.ambient;
  917. uniforms.lightProbe.value = lights.state.probe;
  918. uniforms.directionalLights.value = lights.state.directional;
  919. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  920. uniforms.spotLights.value = lights.state.spot;
  921. uniforms.spotLightShadows.value = lights.state.spotShadow;
  922. uniforms.rectAreaLights.value = lights.state.rectArea;
  923. uniforms.pointLights.value = lights.state.point;
  924. uniforms.pointLightShadows.value = lights.state.pointShadow;
  925. uniforms.hemisphereLights.value = lights.state.hemi;
  926. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  927. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  928. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  929. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  930. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  931. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  932. // TODO (abelnation): add area lights shadow info to uniforms
  933. }
  934. var progUniforms = materialProperties.program.getUniforms(),
  935. uniformsList =
  936. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  937. materialProperties.uniformsList = uniformsList;
  938. }
  939. function setProgram( camera, scene, material, object ) {
  940. textures.resetTextureUnits();
  941. var fog = scene.fog;
  942. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  943. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  944. var materialProperties = properties.get( material );
  945. var lights = currentRenderState.state.lights;
  946. if ( _clippingEnabled ) {
  947. if ( _localClippingEnabled || camera !== _currentCamera ) {
  948. var useCache =
  949. camera === _currentCamera &&
  950. material.id === _currentMaterialId;
  951. // we might want to call this function with some ClippingGroup
  952. // object instead of the material, once it becomes feasible
  953. // (#8465, #8379)
  954. _clipping.setState(
  955. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  956. camera, materialProperties, useCache );
  957. }
  958. }
  959. if ( material.version === materialProperties.__version ) {
  960. if ( materialProperties.program === undefined ) {
  961. initMaterial( material, scene, object );
  962. } else if ( material.fog && materialProperties.fog !== fog ) {
  963. initMaterial( material, scene, object );
  964. } else if ( materialProperties.environment !== environment ) {
  965. initMaterial( material, scene, object );
  966. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  967. initMaterial( material, scene, object );
  968. } else if ( materialProperties.numClippingPlanes !== undefined &&
  969. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  970. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  971. initMaterial( material, scene, object );
  972. } else if ( materialProperties.outputEncoding !== encoding ) {
  973. initMaterial( material, scene, object );
  974. }
  975. } else {
  976. initMaterial( material, scene, object );
  977. materialProperties.__version = material.version;
  978. }
  979. var refreshProgram = false;
  980. var refreshMaterial = false;
  981. var refreshLights = false;
  982. var program = materialProperties.program,
  983. p_uniforms = program.getUniforms(),
  984. m_uniforms = materialProperties.uniforms;
  985. if ( state.useProgram( program.program ) ) {
  986. refreshProgram = true;
  987. refreshMaterial = true;
  988. refreshLights = true;
  989. }
  990. if ( material.id !== _currentMaterialId ) {
  991. _currentMaterialId = material.id;
  992. refreshMaterial = true;
  993. }
  994. if ( refreshProgram || _currentCamera !== camera ) {
  995. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  996. if ( capabilities.logarithmicDepthBuffer ) {
  997. p_uniforms.setValue( _gl, 'logDepthBufFC',
  998. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  999. }
  1000. if ( _currentCamera !== camera ) {
  1001. _currentCamera = camera;
  1002. // lighting uniforms depend on the camera so enforce an update
  1003. // now, in case this material supports lights - or later, when
  1004. // the next material that does gets activated:
  1005. refreshMaterial = true; // set to true on material change
  1006. refreshLights = true; // remains set until update done
  1007. }
  1008. // load material specific uniforms
  1009. // (shader material also gets them for the sake of genericity)
  1010. if ( material.isShaderMaterial ||
  1011. material.isMeshPhongMaterial ||
  1012. material.isMeshToonMaterial ||
  1013. material.isMeshStandardMaterial ||
  1014. material.envMap ) {
  1015. var uCamPos = p_uniforms.map.cameraPosition;
  1016. if ( uCamPos !== undefined ) {
  1017. uCamPos.setValue( _gl,
  1018. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  1019. }
  1020. }
  1021. if ( material.isMeshPhongMaterial ||
  1022. material.isMeshToonMaterial ||
  1023. material.isMeshLambertMaterial ||
  1024. material.isMeshBasicMaterial ||
  1025. material.isMeshStandardMaterial ||
  1026. material.isShaderMaterial ) {
  1027. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  1028. }
  1029. if ( material.isMeshPhongMaterial ||
  1030. material.isMeshToonMaterial ||
  1031. material.isMeshLambertMaterial ||
  1032. material.isMeshBasicMaterial ||
  1033. material.isMeshStandardMaterial ||
  1034. material.isShaderMaterial ||
  1035. material.skinning ) {
  1036. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  1037. }
  1038. }
  1039. // skinning uniforms must be set even if material didn't change
  1040. // auto-setting of texture unit for bone texture must go before other textures
  1041. // otherwise textures used for skinning can take over texture units reserved for other material textures
  1042. if ( material.skinning ) {
  1043. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  1044. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  1045. var skeleton = object.skeleton;
  1046. if ( skeleton ) {
  1047. var bones = skeleton.bones;
  1048. if ( capabilities.floatVertexTextures ) {
  1049. if ( skeleton.boneTexture === undefined ) {
  1050. // layout (1 matrix = 4 pixels)
  1051. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  1052. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  1053. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  1054. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  1055. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  1056. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  1057. size = MathUtils.ceilPowerOfTwo( size );
  1058. size = Math.max( size, 4 );
  1059. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  1060. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  1061. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  1062. skeleton.boneMatrices = boneMatrices;
  1063. skeleton.boneTexture = boneTexture;
  1064. skeleton.boneTextureSize = size;
  1065. }
  1066. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  1067. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  1068. } else {
  1069. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  1070. }
  1071. }
  1072. }
  1073. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  1074. materialProperties.receiveShadow = object.receiveShadow;
  1075. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  1076. }
  1077. if ( refreshMaterial ) {
  1078. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  1079. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  1080. if ( materialProperties.needsLights ) {
  1081. // the current material requires lighting info
  1082. // note: all lighting uniforms are always set correctly
  1083. // they simply reference the renderer's state for their
  1084. // values
  1085. //
  1086. // use the current material's .needsUpdate flags to set
  1087. // the GL state when required
  1088. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1089. }
  1090. // refresh uniforms common to several materials
  1091. if ( fog && material.fog ) {
  1092. materials.refreshFogUniforms( m_uniforms, fog );
  1093. }
  1094. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  1095. // RectAreaLight Texture
  1096. // TODO (mrdoob): Find a nicer implementation
  1097. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  1098. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  1099. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1100. }
  1101. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  1102. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1103. material.uniformsNeedUpdate = false;
  1104. }
  1105. if ( material.isSpriteMaterial ) {
  1106. p_uniforms.setValue( _gl, 'center', object.center );
  1107. }
  1108. // common matrices
  1109. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1110. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1111. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1112. return program;
  1113. }
  1114. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1115. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1116. uniforms.ambientLightColor.needsUpdate = value;
  1117. uniforms.lightProbe.needsUpdate = value;
  1118. uniforms.directionalLights.needsUpdate = value;
  1119. uniforms.directionalLightShadows.needsUpdate = value;
  1120. uniforms.pointLights.needsUpdate = value;
  1121. uniforms.pointLightShadows.needsUpdate = value;
  1122. uniforms.spotLights.needsUpdate = value;
  1123. uniforms.spotLightShadows.needsUpdate = value;
  1124. uniforms.rectAreaLights.needsUpdate = value;
  1125. uniforms.hemisphereLights.needsUpdate = value;
  1126. }
  1127. function materialNeedsLights( material ) {
  1128. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1129. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1130. ( material.isShaderMaterial && material.lights === true );
  1131. }
  1132. //
  1133. this.setFramebuffer = function ( value ) {
  1134. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1135. _framebuffer = value;
  1136. };
  1137. this.getActiveCubeFace = function () {
  1138. return _currentActiveCubeFace;
  1139. };
  1140. this.getActiveMipmapLevel = function () {
  1141. return _currentActiveMipmapLevel;
  1142. };
  1143. this.getRenderTarget = function () {
  1144. return _currentRenderTarget;
  1145. };
  1146. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  1147. _currentRenderTarget = renderTarget;
  1148. _currentActiveCubeFace = activeCubeFace;
  1149. _currentActiveMipmapLevel = activeMipmapLevel;
  1150. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1151. textures.setupRenderTarget( renderTarget );
  1152. }
  1153. var framebuffer = _framebuffer;
  1154. var isCube = false;
  1155. if ( renderTarget ) {
  1156. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1157. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1158. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  1159. isCube = true;
  1160. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1161. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1162. } else {
  1163. framebuffer = __webglFramebuffer;
  1164. }
  1165. _currentViewport.copy( renderTarget.viewport );
  1166. _currentScissor.copy( renderTarget.scissor );
  1167. _currentScissorTest = renderTarget.scissorTest;
  1168. } else {
  1169. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1170. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1171. _currentScissorTest = _scissorTest;
  1172. }
  1173. if ( _currentFramebuffer !== framebuffer ) {
  1174. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1175. _currentFramebuffer = framebuffer;
  1176. }
  1177. state.viewport( _currentViewport );
  1178. state.scissor( _currentScissor );
  1179. state.setScissorTest( _currentScissorTest );
  1180. if ( isCube ) {
  1181. var textureProperties = properties.get( renderTarget.texture );
  1182. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  1183. }
  1184. };
  1185. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1186. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1187. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1188. return;
  1189. }
  1190. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1191. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1192. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1193. }
  1194. if ( framebuffer ) {
  1195. var restore = false;
  1196. if ( framebuffer !== _currentFramebuffer ) {
  1197. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1198. restore = true;
  1199. }
  1200. try {
  1201. var texture = renderTarget.texture;
  1202. var textureFormat = texture.format;
  1203. var textureType = texture.type;
  1204. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1205. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1206. return;
  1207. }
  1208. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1209. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1210. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  1211. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1212. return;
  1213. }
  1214. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1215. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1216. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1217. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1218. }
  1219. } else {
  1220. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1221. }
  1222. } finally {
  1223. if ( restore ) {
  1224. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1225. }
  1226. }
  1227. }
  1228. };
  1229. this.copyFramebufferToTexture = function ( position, texture, level ) {
  1230. if ( level === undefined ) level = 0;
  1231. var levelScale = Math.pow( 2, - level );
  1232. var width = Math.floor( texture.image.width * levelScale );
  1233. var height = Math.floor( texture.image.height * levelScale );
  1234. var glFormat = utils.convert( texture.format );
  1235. textures.setTexture2D( texture, 0 );
  1236. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1237. state.unbindTexture();
  1238. };
  1239. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  1240. if ( level === undefined ) level = 0;
  1241. var width = srcTexture.image.width;
  1242. var height = srcTexture.image.height;
  1243. var glFormat = utils.convert( dstTexture.format );
  1244. var glType = utils.convert( dstTexture.type );
  1245. textures.setTexture2D( dstTexture, 0 );
  1246. if ( srcTexture.isDataTexture ) {
  1247. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1248. } else {
  1249. if ( srcTexture.isCompressedTexture ) {
  1250. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1251. } else {
  1252. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1253. }
  1254. }
  1255. // Generate mipmaps only when copying level 0
  1256. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1257. state.unbindTexture();
  1258. };
  1259. this.initTexture = function ( texture ) {
  1260. textures.setTexture2D( texture, 0 );
  1261. state.unbindTexture();
  1262. };
  1263. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1264. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1265. }
  1266. }
  1267. export { WebGLRenderer };