WebGLRenderer.js 49 KB

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  1. import {
  2. RGBAFormat,
  3. HalfFloatType,
  4. FloatType,
  5. UnsignedByteType,
  6. LinearEncoding,
  7. NoToneMapping
  8. } from '../constants.js';
  9. import { MathUtils } from '../math/MathUtils.js';
  10. import { DataTexture } from '../textures/DataTexture.js';
  11. import { Frustum } from '../math/Frustum.js';
  12. import { Matrix4 } from '../math/Matrix4.js';
  13. import { Vector2 } from '../math/Vector2.js';
  14. import { Vector3 } from '../math/Vector3.js';
  15. import { Vector4 } from '../math/Vector4.js';
  16. import { Color } from '../math/Color.js';
  17. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  18. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  19. import { WebGLBackground } from './webgl/WebGLBackground.js';
  20. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  21. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  22. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  23. import { WebGLClipping } from './webgl/WebGLClipping.js';
  24. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  25. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  26. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  27. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  28. import { WebGLInfo } from './webgl/WebGLInfo.js';
  29. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  30. import { WebGLObjects } from './webgl/WebGLObjects.js';
  31. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  32. import { WebGLProperties } from './webgl/WebGLProperties.js';
  33. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  34. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  35. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  36. import { WebGLState } from './webgl/WebGLState.js';
  37. import { WebGLTextures } from './webgl/WebGLTextures.js';
  38. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  39. import { WebGLUtils } from './webgl/WebGLUtils.js';
  40. import { WebXRManager } from './webxr/WebXRManager.js';
  41. import { WebGLMaterials } from './webgl/WebGLMaterials.js';
  42. function createCanvasElement() {
  43. const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  44. canvas.style.display = 'block';
  45. return canvas;
  46. }
  47. function WebGLRenderer( parameters ) {
  48. parameters = parameters || {};
  49. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  50. _context = parameters.context !== undefined ? parameters.context : null,
  51. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  52. _depth = parameters.depth !== undefined ? parameters.depth : true,
  53. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  56. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  57. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  58. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  59. let currentRenderList = null;
  60. let currentRenderState = null;
  61. // render() can be called from within a callback triggered by another render.
  62. // We track this so that the nested render call gets its state isolated from the parent render call.
  63. const renderStateStack = [];
  64. // public properties
  65. this.domElement = _canvas;
  66. // Debug configuration container
  67. this.debug = {
  68. /**
  69. * Enables error checking and reporting when shader programs are being compiled
  70. * @type {boolean}
  71. */
  72. checkShaderErrors: true
  73. };
  74. // clearing
  75. this.autoClear = true;
  76. this.autoClearColor = true;
  77. this.autoClearDepth = true;
  78. this.autoClearStencil = true;
  79. // scene graph
  80. this.sortObjects = true;
  81. // user-defined clipping
  82. this.clippingPlanes = [];
  83. this.localClippingEnabled = false;
  84. // physically based shading
  85. this.gammaFactor = 2.0; // for backwards compatibility
  86. this.outputEncoding = LinearEncoding;
  87. // physical lights
  88. this.physicallyCorrectLights = false;
  89. // tone mapping
  90. this.toneMapping = NoToneMapping;
  91. this.toneMappingExposure = 1.0;
  92. // morphs
  93. this.maxMorphTargets = 8;
  94. this.maxMorphNormals = 4;
  95. // internal properties
  96. const _this = this;
  97. let _isContextLost = false;
  98. // internal state cache
  99. let _framebuffer = null;
  100. let _currentActiveCubeFace = 0;
  101. let _currentActiveMipmapLevel = 0;
  102. let _currentRenderTarget = null;
  103. let _currentFramebuffer = null;
  104. let _currentMaterialId = - 1;
  105. let _currentCamera = null;
  106. const _currentViewport = new Vector4();
  107. const _currentScissor = new Vector4();
  108. let _currentScissorTest = null;
  109. //
  110. let _width = _canvas.width;
  111. let _height = _canvas.height;
  112. let _pixelRatio = 1;
  113. let _opaqueSort = null;
  114. let _transparentSort = null;
  115. const _viewport = new Vector4( 0, 0, _width, _height );
  116. const _scissor = new Vector4( 0, 0, _width, _height );
  117. let _scissorTest = false;
  118. // frustum
  119. const _frustum = new Frustum();
  120. // clipping
  121. let _clippingEnabled = false;
  122. let _localClippingEnabled = false;
  123. // camera matrices cache
  124. const _projScreenMatrix = new Matrix4();
  125. const _vector3 = new Vector3();
  126. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  127. function getTargetPixelRatio() {
  128. return _currentRenderTarget === null ? _pixelRatio : 1;
  129. }
  130. // initialize
  131. let _gl = _context;
  132. function getContext( contextNames, contextAttributes ) {
  133. for ( let i = 0; i < contextNames.length; i ++ ) {
  134. const contextName = contextNames[ i ];
  135. const context = _canvas.getContext( contextName, contextAttributes );
  136. if ( context !== null ) return context;
  137. }
  138. return null;
  139. }
  140. try {
  141. const contextAttributes = {
  142. alpha: _alpha,
  143. depth: _depth,
  144. stencil: _stencil,
  145. antialias: _antialias,
  146. premultipliedAlpha: _premultipliedAlpha,
  147. preserveDrawingBuffer: _preserveDrawingBuffer,
  148. powerPreference: _powerPreference,
  149. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  150. };
  151. // event listeners must be registered before WebGL context is created, see #12753
  152. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  153. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  154. if ( _gl === null ) {
  155. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  156. if ( _this.isWebGL1Renderer === true ) {
  157. contextNames.shift();
  158. }
  159. _gl = getContext( contextNames, contextAttributes );
  160. if ( _gl === null ) {
  161. if ( getContext( contextNames ) ) {
  162. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  163. } else {
  164. throw new Error( 'Error creating WebGL context.' );
  165. }
  166. }
  167. }
  168. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  169. if ( _gl.getShaderPrecisionFormat === undefined ) {
  170. _gl.getShaderPrecisionFormat = function () {
  171. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  172. };
  173. }
  174. } catch ( error ) {
  175. console.error( 'THREE.WebGLRenderer: ' + error.message );
  176. throw error;
  177. }
  178. let extensions, capabilities, state, info;
  179. let properties, textures, cubemaps, attributes, geometries, objects;
  180. let programCache, materials, renderLists, renderStates, clipping;
  181. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  182. let utils, bindingStates;
  183. function initGLContext() {
  184. extensions = new WebGLExtensions( _gl );
  185. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  186. if ( capabilities.isWebGL2 ) {
  187. extensions.get( 'EXT_color_buffer_float' );
  188. } else {
  189. extensions.get( 'WEBGL_depth_texture' );
  190. extensions.get( 'OES_texture_float' );
  191. extensions.get( 'OES_texture_half_float' );
  192. extensions.get( 'OES_texture_half_float_linear' );
  193. extensions.get( 'OES_standard_derivatives' );
  194. extensions.get( 'OES_element_index_uint' );
  195. extensions.get( 'OES_vertex_array_object' );
  196. extensions.get( 'ANGLE_instanced_arrays' );
  197. }
  198. extensions.get( 'OES_texture_float_linear' );
  199. extensions.get( 'EXT_color_buffer_half_float' );
  200. utils = new WebGLUtils( _gl, extensions, capabilities );
  201. state = new WebGLState( _gl, extensions, capabilities );
  202. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  203. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  204. info = new WebGLInfo( _gl );
  205. properties = new WebGLProperties();
  206. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  207. cubemaps = new WebGLCubeMaps( _this );
  208. attributes = new WebGLAttributes( _gl, capabilities );
  209. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  210. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  211. objects = new WebGLObjects( _gl, geometries, attributes, info );
  212. morphtargets = new WebGLMorphtargets( _gl );
  213. clipping = new WebGLClipping( properties );
  214. programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
  215. materials = new WebGLMaterials( properties );
  216. renderLists = new WebGLRenderLists( properties );
  217. renderStates = new WebGLRenderStates( extensions, capabilities );
  218. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  219. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  220. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  221. info.programs = programCache.programs;
  222. _this.capabilities = capabilities;
  223. _this.extensions = extensions;
  224. _this.properties = properties;
  225. _this.renderLists = renderLists;
  226. _this.state = state;
  227. _this.info = info;
  228. }
  229. initGLContext();
  230. // xr
  231. const xr = new WebXRManager( _this, _gl );
  232. this.xr = xr;
  233. // shadow map
  234. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  235. this.shadowMap = shadowMap;
  236. // API
  237. this.getContext = function () {
  238. return _gl;
  239. };
  240. this.getContextAttributes = function () {
  241. return _gl.getContextAttributes();
  242. };
  243. this.forceContextLoss = function () {
  244. const extension = extensions.get( 'WEBGL_lose_context' );
  245. if ( extension ) extension.loseContext();
  246. };
  247. this.forceContextRestore = function () {
  248. const extension = extensions.get( 'WEBGL_lose_context' );
  249. if ( extension ) extension.restoreContext();
  250. };
  251. this.getPixelRatio = function () {
  252. return _pixelRatio;
  253. };
  254. this.setPixelRatio = function ( value ) {
  255. if ( value === undefined ) return;
  256. _pixelRatio = value;
  257. this.setSize( _width, _height, false );
  258. };
  259. this.getSize = function ( target ) {
  260. if ( target === undefined ) {
  261. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  262. target = new Vector2();
  263. }
  264. return target.set( _width, _height );
  265. };
  266. this.setSize = function ( width, height, updateStyle ) {
  267. if ( xr.isPresenting ) {
  268. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  269. return;
  270. }
  271. _width = width;
  272. _height = height;
  273. _canvas.width = Math.floor( width * _pixelRatio );
  274. _canvas.height = Math.floor( height * _pixelRatio );
  275. if ( updateStyle !== false ) {
  276. _canvas.style.width = width + 'px';
  277. _canvas.style.height = height + 'px';
  278. }
  279. this.setViewport( 0, 0, width, height );
  280. };
  281. this.getDrawingBufferSize = function ( target ) {
  282. if ( target === undefined ) {
  283. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  284. target = new Vector2();
  285. }
  286. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  287. };
  288. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  289. _width = width;
  290. _height = height;
  291. _pixelRatio = pixelRatio;
  292. _canvas.width = Math.floor( width * pixelRatio );
  293. _canvas.height = Math.floor( height * pixelRatio );
  294. this.setViewport( 0, 0, width, height );
  295. };
  296. this.getCurrentViewport = function ( target ) {
  297. if ( target === undefined ) {
  298. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  299. target = new Vector4();
  300. }
  301. return target.copy( _currentViewport );
  302. };
  303. this.getViewport = function ( target ) {
  304. return target.copy( _viewport );
  305. };
  306. this.setViewport = function ( x, y, width, height ) {
  307. if ( x.isVector4 ) {
  308. _viewport.set( x.x, x.y, x.z, x.w );
  309. } else {
  310. _viewport.set( x, y, width, height );
  311. }
  312. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  313. };
  314. this.getScissor = function ( target ) {
  315. return target.copy( _scissor );
  316. };
  317. this.setScissor = function ( x, y, width, height ) {
  318. if ( x.isVector4 ) {
  319. _scissor.set( x.x, x.y, x.z, x.w );
  320. } else {
  321. _scissor.set( x, y, width, height );
  322. }
  323. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  324. };
  325. this.getScissorTest = function () {
  326. return _scissorTest;
  327. };
  328. this.setScissorTest = function ( boolean ) {
  329. state.setScissorTest( _scissorTest = boolean );
  330. };
  331. this.setOpaqueSort = function ( method ) {
  332. _opaqueSort = method;
  333. };
  334. this.setTransparentSort = function ( method ) {
  335. _transparentSort = method;
  336. };
  337. // Clearing
  338. this.getClearColor = function ( target ) {
  339. if ( target === undefined ) {
  340. console.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );
  341. target = new Color();
  342. }
  343. return target.copy( background.getClearColor() );
  344. };
  345. this.setClearColor = function () {
  346. background.setClearColor.apply( background, arguments );
  347. };
  348. this.getClearAlpha = function () {
  349. return background.getClearAlpha();
  350. };
  351. this.setClearAlpha = function () {
  352. background.setClearAlpha.apply( background, arguments );
  353. };
  354. this.clear = function ( color, depth, stencil ) {
  355. let bits = 0;
  356. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  357. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  358. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  359. _gl.clear( bits );
  360. };
  361. this.clearColor = function () {
  362. this.clear( true, false, false );
  363. };
  364. this.clearDepth = function () {
  365. this.clear( false, true, false );
  366. };
  367. this.clearStencil = function () {
  368. this.clear( false, false, true );
  369. };
  370. //
  371. this.dispose = function () {
  372. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  373. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  374. renderLists.dispose();
  375. renderStates.dispose();
  376. properties.dispose();
  377. cubemaps.dispose();
  378. objects.dispose();
  379. bindingStates.dispose();
  380. xr.dispose();
  381. animation.stop();
  382. };
  383. // Events
  384. function onContextLost( event ) {
  385. event.preventDefault();
  386. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  387. _isContextLost = true;
  388. }
  389. function onContextRestore( /* event */ ) {
  390. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  391. _isContextLost = false;
  392. initGLContext();
  393. }
  394. function onMaterialDispose( event ) {
  395. const material = event.target;
  396. material.removeEventListener( 'dispose', onMaterialDispose );
  397. deallocateMaterial( material );
  398. }
  399. // Buffer deallocation
  400. function deallocateMaterial( material ) {
  401. releaseMaterialProgramReference( material );
  402. properties.remove( material );
  403. }
  404. function releaseMaterialProgramReference( material ) {
  405. const programInfo = properties.get( material ).program;
  406. if ( programInfo !== undefined ) {
  407. programCache.releaseProgram( programInfo );
  408. }
  409. }
  410. // Buffer rendering
  411. function renderObjectImmediate( object, program ) {
  412. object.render( function ( object ) {
  413. _this.renderBufferImmediate( object, program );
  414. } );
  415. }
  416. this.renderBufferImmediate = function ( object, program ) {
  417. bindingStates.initAttributes();
  418. const buffers = properties.get( object );
  419. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  420. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  421. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  422. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  423. const programAttributes = program.getAttributes();
  424. if ( object.hasPositions ) {
  425. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  426. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  427. bindingStates.enableAttribute( programAttributes.position );
  428. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  429. }
  430. if ( object.hasNormals ) {
  431. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  432. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  433. bindingStates.enableAttribute( programAttributes.normal );
  434. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  435. }
  436. if ( object.hasUvs ) {
  437. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  438. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  439. bindingStates.enableAttribute( programAttributes.uv );
  440. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  441. }
  442. if ( object.hasColors ) {
  443. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  444. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  445. bindingStates.enableAttribute( programAttributes.color );
  446. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  447. }
  448. bindingStates.disableUnusedAttributes();
  449. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  450. object.count = 0;
  451. };
  452. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  453. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  454. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  455. const program = setProgram( camera, scene, material, object );
  456. state.setMaterial( material, frontFaceCW );
  457. //
  458. let index = geometry.index;
  459. const position = geometry.attributes.position;
  460. //
  461. if ( index === null ) {
  462. if ( position === undefined || position.count === 0 ) return;
  463. } else if ( index.count === 0 ) {
  464. return;
  465. }
  466. //
  467. let rangeFactor = 1;
  468. if ( material.wireframe === true ) {
  469. index = geometries.getWireframeAttribute( geometry );
  470. rangeFactor = 2;
  471. }
  472. if ( material.morphTargets || material.morphNormals ) {
  473. morphtargets.update( object, geometry, material, program );
  474. }
  475. bindingStates.setup( object, material, program, geometry, index );
  476. let attribute;
  477. let renderer = bufferRenderer;
  478. if ( index !== null ) {
  479. attribute = attributes.get( index );
  480. renderer = indexedBufferRenderer;
  481. renderer.setIndex( attribute );
  482. }
  483. //
  484. const dataCount = ( index !== null ) ? index.count : position.count;
  485. const rangeStart = geometry.drawRange.start * rangeFactor;
  486. const rangeCount = geometry.drawRange.count * rangeFactor;
  487. const groupStart = group !== null ? group.start * rangeFactor : 0;
  488. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  489. const drawStart = Math.max( rangeStart, groupStart );
  490. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  491. const 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. let 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( drawStart, drawCount, object.count );
  519. } else if ( geometry.isInstancedBufferGeometry ) {
  520. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  521. renderer.renderInstances( drawStart, drawCount, instanceCount );
  522. } else {
  523. renderer.render( drawStart, drawCount );
  524. }
  525. };
  526. // Compile
  527. this.compile = function ( scene, camera ) {
  528. currentRenderState = renderStates.get( scene );
  529. currentRenderState.init();
  530. scene.traverseVisible( function ( object ) {
  531. if ( object.isLight && object.layers.test( camera.layers ) ) {
  532. currentRenderState.pushLight( object );
  533. if ( object.castShadow ) {
  534. currentRenderState.pushShadow( object );
  535. }
  536. }
  537. } );
  538. currentRenderState.setupLights();
  539. const compiled = new WeakMap();
  540. scene.traverse( function ( object ) {
  541. const material = object.material;
  542. if ( material ) {
  543. if ( Array.isArray( material ) ) {
  544. for ( let i = 0; i < material.length; i ++ ) {
  545. const material2 = material[ i ];
  546. if ( compiled.has( material2 ) === false ) {
  547. initMaterial( material2, scene, object );
  548. compiled.set( material2 );
  549. }
  550. }
  551. } else if ( compiled.has( material ) === false ) {
  552. initMaterial( material, scene, object );
  553. compiled.set( material );
  554. }
  555. }
  556. } );
  557. };
  558. // Animation Loop
  559. let onAnimationFrameCallback = null;
  560. function onAnimationFrame( time ) {
  561. if ( xr.isPresenting ) return;
  562. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  563. }
  564. const animation = new WebGLAnimation();
  565. animation.setAnimationLoop( onAnimationFrame );
  566. if ( typeof window !== 'undefined' ) animation.setContext( window );
  567. this.setAnimationLoop = function ( callback ) {
  568. onAnimationFrameCallback = callback;
  569. xr.setAnimationLoop( callback );
  570. ( callback === null ) ? animation.stop() : animation.start();
  571. };
  572. // Rendering
  573. this.render = function ( scene, camera ) {
  574. let renderTarget, forceClear;
  575. if ( arguments[ 2 ] !== undefined ) {
  576. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  577. renderTarget = arguments[ 2 ];
  578. }
  579. if ( arguments[ 3 ] !== undefined ) {
  580. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  581. forceClear = arguments[ 3 ];
  582. }
  583. if ( camera !== undefined && camera.isCamera !== true ) {
  584. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  585. return;
  586. }
  587. if ( _isContextLost === true ) return;
  588. // reset caching for this frame
  589. bindingStates.resetDefaultState();
  590. _currentMaterialId = - 1;
  591. _currentCamera = null;
  592. // update scene graph
  593. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  594. // update camera matrices and frustum
  595. if ( camera.parent === null ) camera.updateMatrixWorld();
  596. if ( xr.enabled === true && xr.isPresenting === true ) {
  597. camera = xr.getCamera( camera );
  598. }
  599. //
  600. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  601. currentRenderState = renderStates.get( scene, renderStateStack.length );
  602. currentRenderState.init();
  603. renderStateStack.push( currentRenderState );
  604. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  605. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  606. _localClippingEnabled = this.localClippingEnabled;
  607. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  608. currentRenderList = renderLists.get( scene, camera );
  609. currentRenderList.init();
  610. projectObject( scene, camera, 0, _this.sortObjects );
  611. currentRenderList.finish();
  612. if ( _this.sortObjects === true ) {
  613. currentRenderList.sort( _opaqueSort, _transparentSort );
  614. }
  615. //
  616. if ( _clippingEnabled === true ) clipping.beginShadows();
  617. const shadowsArray = currentRenderState.state.shadowsArray;
  618. shadowMap.render( shadowsArray, scene, camera );
  619. currentRenderState.setupLights();
  620. currentRenderState.setupLightsView( camera );
  621. if ( _clippingEnabled === true ) clipping.endShadows();
  622. //
  623. if ( this.info.autoReset === true ) this.info.reset();
  624. if ( renderTarget !== undefined ) {
  625. this.setRenderTarget( renderTarget );
  626. }
  627. //
  628. background.render( currentRenderList, scene, camera, forceClear );
  629. // render scene
  630. const opaqueObjects = currentRenderList.opaque;
  631. const transparentObjects = currentRenderList.transparent;
  632. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  633. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  634. //
  635. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  636. //
  637. if ( _currentRenderTarget !== null ) {
  638. // Generate mipmap if we're using any kind of mipmap filtering
  639. textures.updateRenderTargetMipmap( _currentRenderTarget );
  640. // resolve multisample renderbuffers to a single-sample texture if necessary
  641. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  642. }
  643. // Ensure depth buffer writing is enabled so it can be cleared on next render
  644. state.buffers.depth.setTest( true );
  645. state.buffers.depth.setMask( true );
  646. state.buffers.color.setMask( true );
  647. state.setPolygonOffset( false );
  648. // _gl.finish();
  649. renderStateStack.pop();
  650. if ( renderStateStack.length > 0 ) {
  651. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  652. } else {
  653. currentRenderState = null;
  654. }
  655. currentRenderList = null;
  656. };
  657. function projectObject( object, camera, groupOrder, sortObjects ) {
  658. if ( object.visible === false ) return;
  659. const visible = object.layers.test( camera.layers );
  660. if ( visible ) {
  661. if ( object.isGroup ) {
  662. groupOrder = object.renderOrder;
  663. } else if ( object.isLOD ) {
  664. if ( object.autoUpdate === true ) object.update( camera );
  665. } else if ( object.isLight ) {
  666. currentRenderState.pushLight( object );
  667. if ( object.castShadow ) {
  668. currentRenderState.pushShadow( object );
  669. }
  670. } else if ( object.isSprite ) {
  671. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  672. if ( sortObjects ) {
  673. _vector3.setFromMatrixPosition( object.matrixWorld )
  674. .applyMatrix4( _projScreenMatrix );
  675. }
  676. const geometry = objects.update( object );
  677. const material = object.material;
  678. if ( material.visible ) {
  679. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  680. }
  681. }
  682. } else if ( object.isImmediateRenderObject ) {
  683. if ( sortObjects ) {
  684. _vector3.setFromMatrixPosition( object.matrixWorld )
  685. .applyMatrix4( _projScreenMatrix );
  686. }
  687. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  688. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  689. if ( object.isSkinnedMesh ) {
  690. // update skeleton only once in a frame
  691. if ( object.skeleton.frame !== info.render.frame ) {
  692. object.skeleton.update();
  693. object.skeleton.frame = info.render.frame;
  694. }
  695. }
  696. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  697. if ( sortObjects ) {
  698. _vector3.setFromMatrixPosition( object.matrixWorld )
  699. .applyMatrix4( _projScreenMatrix );
  700. }
  701. const geometry = objects.update( object );
  702. const material = object.material;
  703. if ( Array.isArray( material ) ) {
  704. const groups = geometry.groups;
  705. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  706. const group = groups[ i ];
  707. const groupMaterial = material[ group.materialIndex ];
  708. if ( groupMaterial && groupMaterial.visible ) {
  709. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  710. }
  711. }
  712. } else if ( material.visible ) {
  713. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  714. }
  715. }
  716. }
  717. }
  718. const children = object.children;
  719. for ( let i = 0, l = children.length; i < l; i ++ ) {
  720. projectObject( children[ i ], camera, groupOrder, sortObjects );
  721. }
  722. }
  723. function renderObjects( renderList, scene, camera ) {
  724. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  725. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  726. const renderItem = renderList[ i ];
  727. const object = renderItem.object;
  728. const geometry = renderItem.geometry;
  729. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  730. const group = renderItem.group;
  731. if ( camera.isArrayCamera ) {
  732. const cameras = camera.cameras;
  733. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  734. const camera2 = cameras[ j ];
  735. if ( object.layers.test( camera2.layers ) ) {
  736. state.viewport( _currentViewport.copy( camera2.viewport ) );
  737. currentRenderState.setupLightsView( camera2 );
  738. renderObject( object, scene, camera2, geometry, material, group );
  739. }
  740. }
  741. } else {
  742. renderObject( object, scene, camera, geometry, material, group );
  743. }
  744. }
  745. }
  746. function renderObject( object, scene, camera, geometry, material, group ) {
  747. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  748. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  749. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  750. if ( object.isImmediateRenderObject ) {
  751. const program = setProgram( camera, scene, material, object );
  752. state.setMaterial( material );
  753. bindingStates.reset();
  754. renderObjectImmediate( object, program );
  755. } else {
  756. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  757. }
  758. object.onAfterRender( _this, scene, camera, geometry, material, group );
  759. }
  760. function initMaterial( material, scene, object ) {
  761. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  762. const materialProperties = properties.get( material );
  763. const lights = currentRenderState.state.lights;
  764. const shadowsArray = currentRenderState.state.shadowsArray;
  765. const lightsStateVersion = lights.state.version;
  766. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  767. const programCacheKey = programCache.getProgramCacheKey( parameters );
  768. let program = materialProperties.program;
  769. let programChange = true;
  770. // always update environment and fog - changing these trigger an initMaterial call, but it's possible that the program doesn't change
  771. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  772. materialProperties.fog = scene.fog;
  773. materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
  774. if ( program === undefined ) {
  775. // new material
  776. material.addEventListener( 'dispose', onMaterialDispose );
  777. } else if ( program.cacheKey !== programCacheKey ) {
  778. // changed glsl or parameters
  779. releaseMaterialProgramReference( material );
  780. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  781. programChange = false;
  782. } else if ( parameters.shaderID !== undefined ) {
  783. // same glsl and uniform list
  784. return;
  785. } else {
  786. // only rebuild uniform list
  787. programChange = false;
  788. }
  789. if ( programChange ) {
  790. parameters.uniforms = programCache.getUniforms( material );
  791. material.onBeforeCompile( parameters, _this );
  792. program = programCache.acquireProgram( parameters, programCacheKey );
  793. materialProperties.program = program;
  794. materialProperties.uniforms = parameters.uniforms;
  795. materialProperties.outputEncoding = parameters.outputEncoding;
  796. }
  797. const uniforms = materialProperties.uniforms;
  798. if ( ! material.isShaderMaterial &&
  799. ! material.isRawShaderMaterial ||
  800. material.clipping === true ) {
  801. materialProperties.numClippingPlanes = clipping.numPlanes;
  802. materialProperties.numIntersection = clipping.numIntersection;
  803. uniforms.clippingPlanes = clipping.uniform;
  804. }
  805. // store the light setup it was created for
  806. materialProperties.needsLights = materialNeedsLights( material );
  807. materialProperties.lightsStateVersion = lightsStateVersion;
  808. if ( materialProperties.needsLights ) {
  809. // wire up the material to this renderer's lighting state
  810. uniforms.ambientLightColor.value = lights.state.ambient;
  811. uniforms.lightProbe.value = lights.state.probe;
  812. uniforms.directionalLights.value = lights.state.directional;
  813. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  814. uniforms.spotLights.value = lights.state.spot;
  815. uniforms.spotLightShadows.value = lights.state.spotShadow;
  816. uniforms.rectAreaLights.value = lights.state.rectArea;
  817. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  818. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  819. uniforms.pointLights.value = lights.state.point;
  820. uniforms.pointLightShadows.value = lights.state.pointShadow;
  821. uniforms.hemisphereLights.value = lights.state.hemi;
  822. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  823. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  824. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  825. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  826. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  827. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  828. // TODO (abelnation): add area lights shadow info to uniforms
  829. }
  830. const progUniforms = materialProperties.program.getUniforms();
  831. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  832. materialProperties.uniformsList = uniformsList;
  833. }
  834. function setProgram( camera, scene, material, object ) {
  835. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  836. textures.resetTextureUnits();
  837. const fog = scene.fog;
  838. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  839. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  840. const envMap = cubemaps.get( material.envMap || environment );
  841. const materialProperties = properties.get( material );
  842. const lights = currentRenderState.state.lights;
  843. if ( _clippingEnabled === true ) {
  844. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  845. const useCache =
  846. camera === _currentCamera &&
  847. material.id === _currentMaterialId;
  848. // we might want to call this function with some ClippingGroup
  849. // object instead of the material, once it becomes feasible
  850. // (#8465, #8379)
  851. clipping.setState( material, camera, useCache );
  852. }
  853. }
  854. if ( material.version === materialProperties.__version ) {
  855. if ( material.fog && materialProperties.fog !== fog ) {
  856. initMaterial( material, scene, object );
  857. } else if ( materialProperties.environment !== environment ) {
  858. initMaterial( material, scene, object );
  859. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  860. initMaterial( material, scene, object );
  861. } else if ( materialProperties.numClippingPlanes !== undefined &&
  862. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  863. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  864. initMaterial( material, scene, object );
  865. } else if ( materialProperties.outputEncoding !== encoding ) {
  866. initMaterial( material, scene, object );
  867. } else if ( materialProperties.envMap !== envMap ) {
  868. initMaterial( material, scene, object );
  869. }
  870. } else {
  871. initMaterial( material, scene, object );
  872. materialProperties.__version = material.version;
  873. }
  874. let refreshProgram = false;
  875. let refreshMaterial = false;
  876. let refreshLights = false;
  877. const program = materialProperties.program,
  878. p_uniforms = program.getUniforms(),
  879. m_uniforms = materialProperties.uniforms;
  880. if ( state.useProgram( program.program ) ) {
  881. refreshProgram = true;
  882. refreshMaterial = true;
  883. refreshLights = true;
  884. }
  885. if ( material.id !== _currentMaterialId ) {
  886. _currentMaterialId = material.id;
  887. refreshMaterial = true;
  888. }
  889. if ( refreshProgram || _currentCamera !== camera ) {
  890. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  891. if ( capabilities.logarithmicDepthBuffer ) {
  892. p_uniforms.setValue( _gl, 'logDepthBufFC',
  893. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  894. }
  895. if ( _currentCamera !== camera ) {
  896. _currentCamera = camera;
  897. // lighting uniforms depend on the camera so enforce an update
  898. // now, in case this material supports lights - or later, when
  899. // the next material that does gets activated:
  900. refreshMaterial = true; // set to true on material change
  901. refreshLights = true; // remains set until update done
  902. }
  903. // load material specific uniforms
  904. // (shader material also gets them for the sake of genericity)
  905. if ( material.isShaderMaterial ||
  906. material.isMeshPhongMaterial ||
  907. material.isMeshToonMaterial ||
  908. material.isMeshStandardMaterial ||
  909. material.envMap ) {
  910. const uCamPos = p_uniforms.map.cameraPosition;
  911. if ( uCamPos !== undefined ) {
  912. uCamPos.setValue( _gl,
  913. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  914. }
  915. }
  916. if ( material.isMeshPhongMaterial ||
  917. material.isMeshToonMaterial ||
  918. material.isMeshLambertMaterial ||
  919. material.isMeshBasicMaterial ||
  920. material.isMeshStandardMaterial ||
  921. material.isShaderMaterial ) {
  922. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  923. }
  924. if ( material.isMeshPhongMaterial ||
  925. material.isMeshToonMaterial ||
  926. material.isMeshLambertMaterial ||
  927. material.isMeshBasicMaterial ||
  928. material.isMeshStandardMaterial ||
  929. material.isShaderMaterial ||
  930. material.isShadowMaterial ||
  931. material.skinning ) {
  932. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  933. }
  934. }
  935. // skinning uniforms must be set even if material didn't change
  936. // auto-setting of texture unit for bone texture must go before other textures
  937. // otherwise textures used for skinning can take over texture units reserved for other material textures
  938. if ( material.skinning ) {
  939. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  940. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  941. const skeleton = object.skeleton;
  942. if ( skeleton ) {
  943. const bones = skeleton.bones;
  944. if ( capabilities.floatVertexTextures ) {
  945. if ( skeleton.boneTexture === null ) {
  946. // layout (1 matrix = 4 pixels)
  947. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  948. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  949. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  950. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  951. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  952. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  953. size = MathUtils.ceilPowerOfTwo( size );
  954. size = Math.max( size, 4 );
  955. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  956. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  957. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  958. skeleton.boneMatrices = boneMatrices;
  959. skeleton.boneTexture = boneTexture;
  960. skeleton.boneTextureSize = size;
  961. }
  962. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  963. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  964. } else {
  965. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  966. }
  967. }
  968. }
  969. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  970. materialProperties.receiveShadow = object.receiveShadow;
  971. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  972. }
  973. if ( refreshMaterial ) {
  974. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  975. if ( materialProperties.needsLights ) {
  976. // the current material requires lighting info
  977. // note: all lighting uniforms are always set correctly
  978. // they simply reference the renderer's state for their
  979. // values
  980. //
  981. // use the current material's .needsUpdate flags to set
  982. // the GL state when required
  983. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  984. }
  985. // refresh uniforms common to several materials
  986. if ( fog && material.fog ) {
  987. materials.refreshFogUniforms( m_uniforms, fog );
  988. }
  989. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );
  990. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  991. }
  992. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  993. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  994. material.uniformsNeedUpdate = false;
  995. }
  996. if ( material.isSpriteMaterial ) {
  997. p_uniforms.setValue( _gl, 'center', object.center );
  998. }
  999. // common matrices
  1000. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1001. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1002. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1003. return program;
  1004. }
  1005. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1006. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1007. uniforms.ambientLightColor.needsUpdate = value;
  1008. uniforms.lightProbe.needsUpdate = value;
  1009. uniforms.directionalLights.needsUpdate = value;
  1010. uniforms.directionalLightShadows.needsUpdate = value;
  1011. uniforms.pointLights.needsUpdate = value;
  1012. uniforms.pointLightShadows.needsUpdate = value;
  1013. uniforms.spotLights.needsUpdate = value;
  1014. uniforms.spotLightShadows.needsUpdate = value;
  1015. uniforms.rectAreaLights.needsUpdate = value;
  1016. uniforms.hemisphereLights.needsUpdate = value;
  1017. }
  1018. function materialNeedsLights( material ) {
  1019. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1020. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1021. ( material.isShaderMaterial && material.lights === true );
  1022. }
  1023. //
  1024. this.setFramebuffer = function ( value ) {
  1025. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1026. _framebuffer = value;
  1027. };
  1028. this.getActiveCubeFace = function () {
  1029. return _currentActiveCubeFace;
  1030. };
  1031. this.getActiveMipmapLevel = function () {
  1032. return _currentActiveMipmapLevel;
  1033. };
  1034. this.getRenderList = function () {
  1035. return currentRenderList;
  1036. };
  1037. this.setRenderList = function ( renderList ) {
  1038. currentRenderList = renderList;
  1039. };
  1040. this.getRenderTarget = function () {
  1041. return _currentRenderTarget;
  1042. };
  1043. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1044. _currentRenderTarget = renderTarget;
  1045. _currentActiveCubeFace = activeCubeFace;
  1046. _currentActiveMipmapLevel = activeMipmapLevel;
  1047. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1048. textures.setupRenderTarget( renderTarget );
  1049. }
  1050. let framebuffer = _framebuffer;
  1051. let isCube = false;
  1052. if ( renderTarget ) {
  1053. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1054. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1055. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1056. isCube = true;
  1057. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1058. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1059. } else {
  1060. framebuffer = __webglFramebuffer;
  1061. }
  1062. _currentViewport.copy( renderTarget.viewport );
  1063. _currentScissor.copy( renderTarget.scissor );
  1064. _currentScissorTest = renderTarget.scissorTest;
  1065. } else {
  1066. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1067. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1068. _currentScissorTest = _scissorTest;
  1069. }
  1070. if ( _currentFramebuffer !== framebuffer ) {
  1071. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1072. _currentFramebuffer = framebuffer;
  1073. }
  1074. state.viewport( _currentViewport );
  1075. state.scissor( _currentScissor );
  1076. state.setScissorTest( _currentScissorTest );
  1077. if ( isCube ) {
  1078. const textureProperties = properties.get( renderTarget.texture );
  1079. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1080. }
  1081. };
  1082. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1083. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1084. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1085. return;
  1086. }
  1087. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1088. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1089. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1090. }
  1091. if ( framebuffer ) {
  1092. let restore = false;
  1093. if ( framebuffer !== _currentFramebuffer ) {
  1094. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1095. restore = true;
  1096. }
  1097. try {
  1098. const texture = renderTarget.texture;
  1099. const textureFormat = texture.format;
  1100. const textureType = texture.type;
  1101. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1102. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1103. return;
  1104. }
  1105. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1106. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1107. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1108. ! halfFloatSupportedByExt ) {
  1109. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1110. return;
  1111. }
  1112. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1113. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1114. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1115. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1116. }
  1117. } else {
  1118. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1119. }
  1120. } finally {
  1121. if ( restore ) {
  1122. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1123. }
  1124. }
  1125. }
  1126. };
  1127. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1128. const levelScale = Math.pow( 2, - level );
  1129. const width = Math.floor( texture.image.width * levelScale );
  1130. const height = Math.floor( texture.image.height * levelScale );
  1131. const glFormat = utils.convert( texture.format );
  1132. textures.setTexture2D( texture, 0 );
  1133. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1134. state.unbindTexture();
  1135. };
  1136. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1137. const width = srcTexture.image.width;
  1138. const height = srcTexture.image.height;
  1139. const glFormat = utils.convert( dstTexture.format );
  1140. const glType = utils.convert( dstTexture.type );
  1141. textures.setTexture2D( dstTexture, 0 );
  1142. // As another texture upload may have changed pixelStorei
  1143. // parameters, make sure they are correct for the dstTexture
  1144. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1145. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1146. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1147. if ( srcTexture.isDataTexture ) {
  1148. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1149. } else {
  1150. if ( srcTexture.isCompressedTexture ) {
  1151. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1152. } else {
  1153. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1154. }
  1155. }
  1156. // Generate mipmaps only when copying level 0
  1157. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1158. state.unbindTexture();
  1159. };
  1160. this.initTexture = function ( texture ) {
  1161. textures.setTexture2D( texture, 0 );
  1162. state.unbindTexture();
  1163. };
  1164. this.resetState = function () {
  1165. state.reset();
  1166. bindingStates.reset();
  1167. };
  1168. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1169. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1170. }
  1171. }
  1172. export { WebGLRenderer };