WebGLBackend.js 31 KB

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  1. import { WebGLCoordinateSystem } from 'three';
  2. import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
  3. import Backend from '../common/Backend.js';
  4. import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
  5. import WebGLState from './utils/WebGLState.js';
  6. import WebGLUtils from './utils/WebGLUtils.js';
  7. import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
  8. import WebGLExtensions from './utils/WebGLExtensions.js';
  9. import WebGLCapabilities from './utils/WebGLCapabilities.js';
  10. import { GLFeatureName } from './utils/WebGLConstants.js';
  11. import { WebGLBufferRenderer } from './WebGLBufferRenderer.js';
  12. //
  13. class WebGLBackend extends Backend {
  14. constructor( parameters = {} ) {
  15. super( parameters );
  16. this.isWebGLBackend = true;
  17. }
  18. init( renderer ) {
  19. super.init( renderer );
  20. //
  21. const parameters = this.parameters;
  22. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  23. this.gl = glContext;
  24. this.extensions = new WebGLExtensions( this );
  25. this.capabilities = new WebGLCapabilities( this );
  26. this.attributeUtils = new WebGLAttributeUtils( this );
  27. this.textureUtils = new WebGLTextureUtils( this );
  28. this.bufferRenderer = new WebGLBufferRenderer( this );
  29. this.state = new WebGLState( this );
  30. this.utils = new WebGLUtils( this );
  31. this.vaoCache = {};
  32. this.transformFeedbackCache = {};
  33. this.discard = false;
  34. this.trackTimestamp = ( parameters.trackTimestamp === true );
  35. this.extensions.get( 'EXT_color_buffer_float' );
  36. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  37. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  38. this._currentContext = null;
  39. }
  40. get coordinateSystem() {
  41. return WebGLCoordinateSystem;
  42. }
  43. async getArrayBufferAsync( attribute ) {
  44. return await this.attributeUtils.getArrayBufferAsync( attribute );
  45. }
  46. initTimestampQuery( renderContext ) {
  47. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  48. const renderContextData = this.get( renderContext );
  49. if ( this.queryRunning ) {
  50. if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
  51. renderContextData.queryQueue.push( renderContext );
  52. return;
  53. }
  54. if ( renderContextData.activeQuery ) {
  55. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  56. renderContextData.activeQuery = null;
  57. }
  58. renderContextData.activeQuery = this.gl.createQuery();
  59. if ( renderContextData.activeQuery !== null ) {
  60. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  61. this.queryRunning = true;
  62. }
  63. }
  64. // timestamp utils
  65. prepareTimestampBuffer( renderContext ) {
  66. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  67. const renderContextData = this.get( renderContext );
  68. if ( renderContextData.activeQuery ) {
  69. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  70. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  71. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  72. renderContextData.activeQuery = null;
  73. this.queryRunning = false;
  74. if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
  75. const nextRenderContext = renderContextData.queryQueue.shift();
  76. this.initTimestampQuery( nextRenderContext );
  77. }
  78. }
  79. }
  80. async resolveTimestampAsync( renderContext, type = 'render' ) {
  81. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  82. const renderContextData = this.get( renderContext );
  83. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  84. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  85. const queryInfo = renderContextData.gpuQueries[ i ];
  86. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  87. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  88. if ( available && ! disjoint ) {
  89. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  90. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  91. this.gl.deleteQuery( queryInfo.query );
  92. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  93. i --;
  94. this.renderer.info.updateTimestamp( type, duration );
  95. }
  96. }
  97. }
  98. getContext() {
  99. return this.gl;
  100. }
  101. beginRender( renderContext ) {
  102. const { gl } = this;
  103. const renderContextData = this.get( renderContext );
  104. //
  105. //
  106. this.initTimestampQuery( renderContext );
  107. renderContextData.previousContext = this._currentContext;
  108. this._currentContext = renderContext;
  109. this._setFramebuffer( renderContext );
  110. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  111. //
  112. if ( renderContext.viewport ) {
  113. this.updateViewport( renderContext );
  114. } else {
  115. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  116. }
  117. if ( renderContext.scissor ) {
  118. const { x, y, width, height } = renderContext.scissorValue;
  119. gl.scissor( x, y, width, height );
  120. }
  121. const occlusionQueryCount = renderContext.occlusionQueryCount;
  122. if ( occlusionQueryCount > 0 ) {
  123. // Get a reference to the array of objects with queries. The renderContextData property
  124. // can be changed by another render pass before the async reading of all previous queries complete
  125. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  126. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  127. renderContextData.lastOcclusionObject = null;
  128. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  129. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  130. renderContextData.occlusionQueryIndex = 0;
  131. }
  132. }
  133. finishRender( renderContext ) {
  134. const { gl, state } = this;
  135. const renderContextData = this.get( renderContext );
  136. const previousContext = renderContextData.previousContext;
  137. const textures = renderContext.textures;
  138. if ( textures !== null ) {
  139. for ( let i = 0; i < textures.length; i ++ ) {
  140. const texture = textures[ i ];
  141. if ( texture.generateMipmaps ) {
  142. this.generateMipmaps( texture );
  143. }
  144. }
  145. }
  146. this._currentContext = previousContext;
  147. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  148. const renderTargetContextData = this.get( renderContext.renderTarget );
  149. const { samples } = renderContext.renderTarget;
  150. const fb = renderTargetContextData.framebuffer;
  151. const mask = gl.COLOR_BUFFER_BIT;
  152. if ( samples > 0 ) {
  153. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  154. const textures = renderContext.textures;
  155. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  156. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  157. for ( let i = 0; i < textures.length; i ++ ) {
  158. // TODO Add support for MRT
  159. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  160. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  161. }
  162. }
  163. }
  164. if ( previousContext !== null ) {
  165. this._setFramebuffer( previousContext );
  166. if ( previousContext.viewport ) {
  167. this.updateViewport( previousContext );
  168. } else {
  169. const gl = this.gl;
  170. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  171. }
  172. }
  173. const occlusionQueryCount = renderContext.occlusionQueryCount;
  174. if ( occlusionQueryCount > 0 ) {
  175. const renderContextData = this.get( renderContext );
  176. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  177. const { gl } = this;
  178. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  179. }
  180. this.resolveOccludedAsync( renderContext );
  181. }
  182. this.prepareTimestampBuffer( renderContext );
  183. }
  184. resolveOccludedAsync( renderContext ) {
  185. const renderContextData = this.get( renderContext );
  186. // handle occlusion query results
  187. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  188. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  189. const occluded = new WeakSet();
  190. const { gl } = this;
  191. renderContextData.currentOcclusionQueryObjects = null;
  192. renderContextData.currentOcclusionQueries = null;
  193. const check = () => {
  194. let completed = 0;
  195. // check all queries and requeue as appropriate
  196. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  197. const query = currentOcclusionQueries[ i ];
  198. if ( query === null ) continue;
  199. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  200. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  201. currentOcclusionQueries[ i ] = null;
  202. gl.deleteQuery( query );
  203. completed ++;
  204. }
  205. }
  206. if ( completed < currentOcclusionQueries.length ) {
  207. requestAnimationFrame( check );
  208. } else {
  209. renderContextData.occluded = occluded;
  210. }
  211. };
  212. check();
  213. }
  214. }
  215. isOccluded( renderContext, object ) {
  216. const renderContextData = this.get( renderContext );
  217. return renderContextData.occluded && renderContextData.occluded.has( object );
  218. }
  219. updateViewport( renderContext ) {
  220. const gl = this.gl;
  221. const { x, y, width, height } = renderContext.viewportValue;
  222. gl.viewport( x, y, width, height );
  223. }
  224. setScissorTest( boolean ) {
  225. const gl = this.gl;
  226. if ( boolean ) {
  227. gl.enable( gl.SCISSOR_TEST );
  228. } else {
  229. gl.disable( gl.SCISSOR_TEST );
  230. }
  231. }
  232. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  233. const { gl } = this;
  234. if ( descriptor === null ) {
  235. descriptor = {
  236. textures: null,
  237. clearColorValue: this.getClearColor()
  238. };
  239. }
  240. //
  241. let clear = 0;
  242. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  243. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  244. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  245. if ( clear !== 0 ) {
  246. const clearColor = descriptor.clearColorValue || this.getClearColor();
  247. if ( depth ) this.state.setDepthMask( true );
  248. if ( descriptor.textures === null ) {
  249. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  250. gl.clear( clear );
  251. } else {
  252. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  253. if ( color ) {
  254. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  255. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  256. }
  257. }
  258. if ( depth && stencil ) {
  259. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  260. } else if ( depth ) {
  261. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  262. } else if ( stencil ) {
  263. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  264. }
  265. }
  266. }
  267. }
  268. beginCompute( computeGroup ) {
  269. const gl = this.gl;
  270. gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  271. this.initTimestampQuery( computeGroup );
  272. }
  273. compute( computeGroup, computeNode, bindings, pipeline ) {
  274. const gl = this.gl;
  275. if ( ! this.discard ) {
  276. // required here to handle async behaviour of render.compute()
  277. gl.enable( gl.RASTERIZER_DISCARD );
  278. this.discard = true;
  279. }
  280. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  281. const vaoKey = this._getVaoKey( null, attributes );
  282. const vaoGPU = this.vaoCache[ vaoKey ];
  283. if ( vaoGPU === undefined ) {
  284. this._createVao( null, attributes );
  285. } else {
  286. gl.bindVertexArray( vaoGPU );
  287. }
  288. gl.useProgram( programGPU );
  289. this._bindUniforms( bindings );
  290. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  291. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  292. gl.beginTransformFeedback( gl.POINTS );
  293. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  294. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  295. } else {
  296. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  297. }
  298. gl.endTransformFeedback();
  299. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  300. // switch active buffers
  301. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  302. const dualAttributeData = transformBuffers[ i ];
  303. if ( dualAttributeData.pbo ) {
  304. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  305. }
  306. dualAttributeData.switchBuffers();
  307. }
  308. }
  309. finishCompute( computeGroup ) {
  310. const gl = this.gl;
  311. this.discard = false;
  312. gl.disable( gl.RASTERIZER_DISCARD );
  313. this.prepareTimestampBuffer( computeGroup );
  314. }
  315. draw( renderObject, info ) {
  316. const { pipeline, material, context } = renderObject;
  317. const { programGPU } = this.get( pipeline );
  318. const { gl, state } = this;
  319. const contextData = this.get( context );
  320. //
  321. this._bindUniforms( renderObject.getBindings() );
  322. state.setMaterial( material );
  323. gl.useProgram( programGPU );
  324. //
  325. let vaoGPU = renderObject.staticVao;
  326. if ( vaoGPU === undefined ) {
  327. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  328. vaoGPU = this.vaoCache[ vaoKey ];
  329. if ( vaoGPU === undefined ) {
  330. let staticVao;
  331. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  332. if ( staticVao ) renderObject.staticVao = vaoGPU;
  333. }
  334. }
  335. gl.bindVertexArray( vaoGPU );
  336. //
  337. const index = renderObject.getIndex();
  338. const object = renderObject.object;
  339. const geometry = renderObject.geometry;
  340. const drawRange = geometry.drawRange;
  341. const firstVertex = drawRange.start;
  342. //
  343. const lastObject = contextData.lastOcclusionObject;
  344. if ( lastObject !== object && lastObject !== undefined ) {
  345. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  346. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  347. contextData.occlusionQueryIndex ++;
  348. }
  349. if ( object.occlusionTest === true ) {
  350. const query = gl.createQuery();
  351. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  352. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  353. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  354. }
  355. contextData.lastOcclusionObject = object;
  356. }
  357. //
  358. const renderer = this.bufferRenderer;
  359. if ( object.isPoints ) renderer.mode = gl.POINTS;
  360. else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  361. else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  362. else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  363. else {
  364. if ( material.wireframe === true ) {
  365. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  366. renderer.mode = gl.LINES;
  367. } else {
  368. renderer.mode = gl.TRIANGLES;
  369. }
  370. }
  371. //
  372. let count;
  373. renderer.object = object;
  374. if ( index !== null ) {
  375. const indexData = this.get( index );
  376. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  377. renderer.index = index.count;
  378. renderer.type = indexData.type;
  379. count = indexCount;
  380. } else {
  381. renderer.index = 0;
  382. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : geometry.attributes.position.count;
  383. count = vertexCount;
  384. }
  385. const instanceCount = this.getInstanceCount( renderObject );
  386. if ( object.isBatchedMesh ) {
  387. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  388. } else if ( instanceCount > 1 ) {
  389. renderer.renderInstances( firstVertex, count, instanceCount );
  390. } else {
  391. renderer.render( firstVertex, count );
  392. }
  393. //
  394. gl.bindVertexArray( null );
  395. }
  396. needsRenderUpdate( /*renderObject*/ ) {
  397. return false;
  398. }
  399. getRenderCacheKey( renderObject ) {
  400. return renderObject.id;
  401. }
  402. // textures
  403. createDefaultTexture( texture ) {
  404. this.textureUtils.createDefaultTexture( texture );
  405. }
  406. createTexture( texture, options ) {
  407. this.textureUtils.createTexture( texture, options );
  408. }
  409. updateTexture( texture, options ) {
  410. this.textureUtils.updateTexture( texture, options );
  411. }
  412. generateMipmaps( texture ) {
  413. this.textureUtils.generateMipmaps( texture );
  414. }
  415. destroyTexture( texture ) {
  416. this.textureUtils.destroyTexture( texture );
  417. }
  418. copyTextureToBuffer( texture, x, y, width, height ) {
  419. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  420. }
  421. createSampler( /*texture*/ ) {
  422. //console.warn( 'Abstract class.' );
  423. }
  424. destroySampler() {}
  425. // node builder
  426. createNodeBuilder( object, renderer, scene = null ) {
  427. return new GLSLNodeBuilder( object, renderer, scene );
  428. }
  429. // program
  430. createProgram( program ) {
  431. const gl = this.gl;
  432. const { stage, code } = program;
  433. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  434. gl.shaderSource( shader, code );
  435. gl.compileShader( shader );
  436. this.set( program, {
  437. shaderGPU: shader
  438. } );
  439. }
  440. destroyProgram( /*program*/ ) {
  441. console.warn( 'Abstract class.' );
  442. }
  443. createRenderPipeline( renderObject, promises ) {
  444. const gl = this.gl;
  445. const pipeline = renderObject.pipeline;
  446. // Program
  447. const { fragmentProgram, vertexProgram } = pipeline;
  448. const programGPU = gl.createProgram();
  449. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  450. const vertexShader = this.get( vertexProgram ).shaderGPU;
  451. gl.attachShader( programGPU, fragmentShader );
  452. gl.attachShader( programGPU, vertexShader );
  453. gl.linkProgram( programGPU );
  454. this.set( pipeline, {
  455. programGPU,
  456. fragmentShader,
  457. vertexShader
  458. } );
  459. if ( promises !== null && this.parallel ) {
  460. const p = new Promise( ( resolve /*, reject*/ ) => {
  461. const parallel = this.parallel;
  462. const checkStatus = () => {
  463. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  464. this._completeCompile( renderObject, pipeline );
  465. resolve();
  466. } else {
  467. requestAnimationFrame( checkStatus );
  468. }
  469. };
  470. checkStatus();
  471. } );
  472. promises.push( p );
  473. return;
  474. }
  475. this._completeCompile( renderObject, pipeline );
  476. }
  477. _completeCompile( renderObject, pipeline ) {
  478. const gl = this.gl;
  479. const pipelineData = this.get( pipeline );
  480. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  481. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  482. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  483. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  484. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  485. }
  486. gl.useProgram( programGPU );
  487. // Bindings
  488. this._setupBindings( renderObject.getBindings(), programGPU );
  489. //
  490. this.set( pipeline, {
  491. programGPU
  492. } );
  493. }
  494. createComputePipeline( computePipeline, bindings ) {
  495. const gl = this.gl;
  496. // Program
  497. const fragmentProgram = {
  498. stage: 'fragment',
  499. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  500. };
  501. this.createProgram( fragmentProgram );
  502. const { computeProgram } = computePipeline;
  503. const programGPU = gl.createProgram();
  504. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  505. const vertexShader = this.get( computeProgram ).shaderGPU;
  506. const transforms = computeProgram.transforms;
  507. const transformVaryingNames = [];
  508. const transformAttributeNodes = [];
  509. for ( let i = 0; i < transforms.length; i ++ ) {
  510. const transform = transforms[ i ];
  511. transformVaryingNames.push( transform.varyingName );
  512. transformAttributeNodes.push( transform.attributeNode );
  513. }
  514. gl.attachShader( programGPU, fragmentShader );
  515. gl.attachShader( programGPU, vertexShader );
  516. gl.transformFeedbackVaryings(
  517. programGPU,
  518. transformVaryingNames,
  519. gl.SEPARATE_ATTRIBS,
  520. );
  521. gl.linkProgram( programGPU );
  522. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  523. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  524. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  525. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  526. }
  527. gl.useProgram( programGPU );
  528. // Bindings
  529. this.createBindings( bindings );
  530. this._setupBindings( bindings, programGPU );
  531. const attributeNodes = computeProgram.attributes;
  532. const attributes = [];
  533. const transformBuffers = [];
  534. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  535. const attribute = attributeNodes[ i ].node.attribute;
  536. attributes.push( attribute );
  537. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  538. }
  539. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  540. const attribute = transformAttributeNodes[ i ].attribute;
  541. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  542. const attributeData = this.get( attribute );
  543. transformBuffers.push( attributeData );
  544. }
  545. //
  546. this.set( computePipeline, {
  547. programGPU,
  548. transformBuffers,
  549. attributes
  550. } );
  551. }
  552. createBindings( bindings ) {
  553. this.updateBindings( bindings );
  554. }
  555. updateBindings( bindings ) {
  556. const { gl } = this;
  557. let groupIndex = 0;
  558. let textureIndex = 0;
  559. for ( const binding of bindings ) {
  560. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  561. const bufferGPU = gl.createBuffer();
  562. const data = binding.buffer;
  563. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  564. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  565. gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  566. this.set( binding, {
  567. index: groupIndex ++,
  568. bufferGPU
  569. } );
  570. } else if ( binding.isSampledTexture ) {
  571. const { textureGPU, glTextureType } = this.get( binding.texture );
  572. this.set( binding, {
  573. index: textureIndex ++,
  574. textureGPU,
  575. glTextureType
  576. } );
  577. }
  578. }
  579. }
  580. updateBinding( binding ) {
  581. const gl = this.gl;
  582. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  583. const bindingData = this.get( binding );
  584. const bufferGPU = bindingData.bufferGPU;
  585. const data = binding.buffer;
  586. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  587. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  588. }
  589. }
  590. // attributes
  591. createIndexAttribute( attribute ) {
  592. const gl = this.gl;
  593. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  594. }
  595. createAttribute( attribute ) {
  596. if ( this.has( attribute ) ) return;
  597. const gl = this.gl;
  598. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  599. }
  600. createStorageAttribute( attribute ) {
  601. //console.warn( 'Abstract class.' );
  602. }
  603. updateAttribute( attribute ) {
  604. this.attributeUtils.updateAttribute( attribute );
  605. }
  606. destroyAttribute( attribute ) {
  607. this.attributeUtils.destroyAttribute( attribute );
  608. }
  609. updateSize() {
  610. //console.warn( 'Abstract class.' );
  611. }
  612. async hasFeatureAsync( name ) {
  613. return this.hasFeature( name );
  614. }
  615. hasFeature( name ) {
  616. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  617. const extensions = this.extensions;
  618. for ( let i = 0; i < keysMatching.length; i ++ ) {
  619. if ( extensions.has( keysMatching[ i ] ) ) return true;
  620. }
  621. return false;
  622. }
  623. getMaxAnisotropy() {
  624. return this.capabilities.getMaxAnisotropy();
  625. }
  626. copyTextureToTexture( position, srcTexture, dstTexture, level ) {
  627. this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
  628. }
  629. copyFramebufferToTexture( texture, renderContext ) {
  630. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  631. }
  632. _setFramebuffer( renderContext ) {
  633. const { gl, state } = this;
  634. let currentFrameBuffer = null;
  635. if ( renderContext.textures !== null ) {
  636. const renderTarget = renderContext.renderTarget;
  637. const renderTargetContextData = this.get( renderTarget );
  638. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  639. const cubeFace = this.renderer._activeCubeFace;
  640. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  641. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  642. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  643. let fb;
  644. if ( isCube ) {
  645. if ( renderTargetContextData.cubeFramebuffers === undefined ) {
  646. renderTargetContextData.cubeFramebuffers = [];
  647. }
  648. fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
  649. } else {
  650. fb = renderTargetContextData.framebuffer;
  651. }
  652. if ( fb === undefined ) {
  653. fb = gl.createFramebuffer();
  654. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  655. const textures = renderContext.textures;
  656. if ( isCube ) {
  657. renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
  658. const { textureGPU } = this.get( textures[ 0 ] );
  659. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  660. } else {
  661. for ( let i = 0; i < textures.length; i ++ ) {
  662. const texture = textures[ i ];
  663. const textureData = this.get( texture );
  664. textureData.renderTarget = renderContext.renderTarget;
  665. const attachment = gl.COLOR_ATTACHMENT0 + i;
  666. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  667. }
  668. renderTargetContextData.framebuffer = fb;
  669. state.drawBuffers( renderContext, fb );
  670. }
  671. if ( renderContext.depthTexture !== null ) {
  672. const textureData = this.get( renderContext.depthTexture );
  673. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  674. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  675. }
  676. }
  677. if ( samples > 0 ) {
  678. if ( msaaFb === undefined ) {
  679. const invalidationArray = [];
  680. msaaFb = gl.createFramebuffer();
  681. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  682. const msaaRenderbuffers = [];
  683. const textures = renderContext.textures;
  684. for ( let i = 0; i < textures.length; i ++ ) {
  685. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  686. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  687. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  688. if ( depthBuffer ) {
  689. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  690. invalidationArray.push( depthStyle );
  691. }
  692. const texture = renderContext.textures[ i ];
  693. const textureData = this.get( texture );
  694. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
  695. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  696. }
  697. renderTargetContextData.msaaFrameBuffer = msaaFb;
  698. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  699. if ( depthRenderbuffer === undefined ) {
  700. depthRenderbuffer = gl.createRenderbuffer();
  701. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
  702. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  703. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  704. invalidationArray.push( depthStyle );
  705. }
  706. renderTargetContextData.invalidationArray = invalidationArray;
  707. }
  708. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  709. } else {
  710. currentFrameBuffer = fb;
  711. }
  712. }
  713. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  714. }
  715. _getVaoKey( index, attributes ) {
  716. let key = [];
  717. if ( index !== null ) {
  718. const indexData = this.get( index );
  719. key += ':' + indexData.id;
  720. }
  721. for ( let i = 0; i < attributes.length; i ++ ) {
  722. const attributeData = this.get( attributes[ i ] );
  723. key += ':' + attributeData.id;
  724. }
  725. return key;
  726. }
  727. _createVao( index, attributes ) {
  728. const { gl } = this;
  729. const vaoGPU = gl.createVertexArray();
  730. let key = '';
  731. let staticVao = true;
  732. gl.bindVertexArray( vaoGPU );
  733. if ( index !== null ) {
  734. const indexData = this.get( index );
  735. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  736. key += ':' + indexData.id;
  737. }
  738. for ( let i = 0; i < attributes.length; i ++ ) {
  739. const attribute = attributes[ i ];
  740. const attributeData = this.get( attribute );
  741. key += ':' + attributeData.id;
  742. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  743. gl.enableVertexAttribArray( i );
  744. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  745. let stride, offset;
  746. if ( attribute.isInterleavedBufferAttribute === true ) {
  747. stride = attribute.data.stride * attributeData.bytesPerElement;
  748. offset = attribute.offset * attributeData.bytesPerElement;
  749. } else {
  750. stride = 0;
  751. offset = 0;
  752. }
  753. if ( attributeData.isInteger ) {
  754. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  755. } else {
  756. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  757. }
  758. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  759. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  760. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  761. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  762. }
  763. }
  764. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  765. this.vaoCache[ key ] = vaoGPU;
  766. return { vaoGPU, staticVao };
  767. }
  768. _getTransformFeedback( transformBuffers ) {
  769. let key = '';
  770. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  771. key += ':' + transformBuffers[ i ].id;
  772. }
  773. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  774. if ( transformFeedbackGPU !== undefined ) {
  775. return transformFeedbackGPU;
  776. }
  777. const gl = this.gl;
  778. transformFeedbackGPU = gl.createTransformFeedback();
  779. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  780. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  781. const attributeData = transformBuffers[ i ];
  782. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  783. }
  784. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  785. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  786. return transformFeedbackGPU;
  787. }
  788. _setupBindings( bindings, programGPU ) {
  789. const gl = this.gl;
  790. for ( const binding of bindings ) {
  791. const bindingData = this.get( binding );
  792. const index = bindingData.index;
  793. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  794. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  795. gl.uniformBlockBinding( programGPU, location, index );
  796. } else if ( binding.isSampledTexture ) {
  797. const location = gl.getUniformLocation( programGPU, binding.name );
  798. gl.uniform1i( location, index );
  799. }
  800. }
  801. }
  802. _bindUniforms( bindings ) {
  803. const { gl, state } = this;
  804. for ( const binding of bindings ) {
  805. const bindingData = this.get( binding );
  806. const index = bindingData.index;
  807. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  808. gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  809. } else if ( binding.isSampledTexture ) {
  810. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  811. }
  812. }
  813. }
  814. }
  815. export default WebGLBackend;