WebGLRenderer3.js 13 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. *
  4. * parameters = {
  5. * canvas: canvas,
  6. * contextAttributes: {
  7. * alpha: true,
  8. * depth: true,
  9. * stencil: false,
  10. * antialias: true,
  11. * premultipliedAlpha: true,
  12. * preserveDrawingBuffer: false
  13. * }
  14. * }
  15. *
  16. */
  17. THREE.WebGLRenderer3 = function ( parameters ) {
  18. console.log( 'THREE.WebGLRenderer3', THREE.REVISION );
  19. parameters = parameters || {};
  20. var scope = this;
  21. var canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' );
  22. var devicePixelRatio = parameters.devicePixelRatio !== undefined
  23. ? parameters.devicePixelRatio
  24. : window.devicePixelRatio !== undefined
  25. ? window.devicePixelRatio
  26. : 1;
  27. var gl;
  28. try {
  29. var attributes = parameters.contextAttributes || {};
  30. gl = canvas.getContext( 'webgl', attributes ) || canvas.getContext( 'experimental-webgl', attributes );
  31. } catch ( exception ) {
  32. console.error( exception );
  33. }
  34. var precision = 'highp';
  35. var extensions = {};
  36. if ( gl !== null ) {
  37. extensions.element_index_uint = gl.getExtension( 'OES_element_index_uint' );
  38. extensions.texture_float = gl.getExtension( 'OES_texture_float' );
  39. extensions.texture_float_linear = gl.getExtension( 'OES_texture_float_linear' );
  40. extensions.standard_derivatives = gl.getExtension( 'OES_standard_derivatives' );
  41. extensions.texture_filter_anisotropic = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  42. extensions.compressed_texture_s3tc = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  43. gl.clearColor( 0, 0, 0, 1 );
  44. gl.clearDepth( 1 );
  45. gl.clearStencil( 0 );
  46. gl.enable( gl.DEPTH_TEST );
  47. gl.depthFunc( gl.LEQUAL );
  48. gl.enable( gl.CULL_FACE );
  49. gl.frontFace( gl.CCW );
  50. gl.cullFace( gl.BACK );
  51. gl.enable( gl.BLEND );
  52. gl.blendEquation( gl.FUNC_ADD );
  53. gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
  54. gl.clearColor( 0, 0, 0, 0 );
  55. }
  56. var clearColor = new THREE.Color( 0x000000 );
  57. var clearAlpha = 0;
  58. //
  59. var vector3 = new THREE.Vector3();
  60. var frustum = new THREE.Frustum();
  61. var normalMatrix = new THREE.Matrix3();
  62. var modelViewMatrix = new THREE.Matrix4();
  63. var cameraViewProjectionMatrix = new THREE.Matrix4();
  64. // buffers
  65. var buffers = {};
  66. var getBuffer = function ( geometry, material ) {
  67. var hash = geometry.id.toString() + '+' + material.id.toString();
  68. if ( buffers[ hash ] !== undefined ) {
  69. return buffers[ hash ];
  70. }
  71. var vertices = geometry.vertices;
  72. var faces = geometry.faces;
  73. //
  74. var positions = [];
  75. var addPosition = function ( position ) {
  76. positions.push( position.x, position.y, position.z );
  77. }
  78. var normals = [];
  79. var addNormal = function ( normal ) {
  80. normals.push( normal.x, normal.y, normal.z );
  81. }
  82. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  83. var face = faces[ i ];
  84. var vertexNormals = face.vertexNormals.length > 0;
  85. addPosition( vertices[ face.a ] );
  86. addPosition( vertices[ face.b ] );
  87. addPosition( vertices[ face.c ] );
  88. if ( vertexNormals === true ) {
  89. addNormal( face.vertexNormals[ 0 ] );
  90. addNormal( face.vertexNormals[ 1 ] );
  91. addNormal( face.vertexNormals[ 2 ] );
  92. } else {
  93. addNormal( face.normal );
  94. addNormal( face.normal );
  95. addNormal( face.normal );
  96. }
  97. }
  98. var buffer = {
  99. positions: gl.createBuffer(),
  100. normals: gl.createBuffer(),
  101. count: positions.length / 3
  102. };
  103. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  104. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
  105. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  106. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( normals ), gl.STATIC_DRAW );
  107. buffers[ hash ] = buffer;
  108. scope.info.memory.geometries ++;
  109. return buffer;
  110. };
  111. // programs
  112. var programs = {};
  113. var programsCache = {};
  114. var getProgram = function ( material ) {
  115. if ( programs[ material.id ] !== undefined ) {
  116. return programs[ material.id ];
  117. }
  118. var vertexShader = [
  119. 'precision ' + precision + ' float;',
  120. "precision " + precision + " int;",
  121. 'attribute vec3 position;',
  122. 'attribute vec3 normal;',
  123. 'uniform mat4 modelViewMatrix;',
  124. 'uniform mat3 normalMatrix;',
  125. 'uniform mat4 projectionMatrix;',
  126. ''
  127. ].join( '\n' );
  128. var fragmentShader = [
  129. 'precision ' + precision + ' float;',
  130. "precision " + precision + " int;",
  131. ''
  132. ].join( '\n' );
  133. if ( material instanceof THREE.ShaderMaterial ) {
  134. vertexShader += material.vertexShader;
  135. fragmentShader += material.fragmentShader;
  136. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  137. vertexShader += [
  138. 'varying vec3 vNormal;',
  139. 'void main() {',
  140. ' vNormal = normalize( normalMatrix * normal );',
  141. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  142. '}'
  143. ].join( '\n' );
  144. fragmentShader += [
  145. 'varying vec3 vNormal;',
  146. 'uniform float opacity;',
  147. 'void main() {',
  148. ' gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );',
  149. '}'
  150. ].join( '\n' );
  151. } else {
  152. vertexShader += [
  153. 'void main() {',
  154. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  155. '}'
  156. ].join( '\n' );
  157. fragmentShader += [
  158. 'void main() {',
  159. ' gl_FragColor = vec4( 1.0, 0, 0, 1.0 );',
  160. '}'
  161. ].join( '\n' );
  162. }
  163. var program;
  164. var code = vertexShader + fragmentShader;
  165. if ( programsCache[ code ] !== undefined ) {
  166. program = programsCache[ code ];
  167. programs[ material.id ] = program;
  168. } else {
  169. program = gl.createProgram();
  170. gl.attachShader( program, createShader( gl.VERTEX_SHADER, vertexShader ) );
  171. gl.attachShader( program, createShader( gl.FRAGMENT_SHADER, fragmentShader ) );
  172. gl.linkProgram( program );
  173. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === true ) {
  174. programsCache[ code ] = program;
  175. programs[ material.id ] = program;
  176. scope.info.memory.programs ++;
  177. } else {
  178. console.error( 'Program Info Log: ' + gl.getProgramInfoLog( program ) );
  179. console.error( 'VALIDATE_STATUS: ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) );
  180. console.error( 'GL_ERROR: ' + gl.getError() );
  181. // fallback
  182. program = getProgram( new THREE.MeshBasicMaterial() );
  183. programs[ material.id ] = program;
  184. }
  185. }
  186. return program;
  187. };
  188. var createShader = function ( type, string ) {
  189. var shader = gl.createShader( type );
  190. gl.shaderSource( shader, string );
  191. gl.compileShader( shader );
  192. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === true ) {
  193. // console.log( string );
  194. } else {
  195. console.error( gl.getShaderInfoLog( shader ), string );
  196. return null;
  197. }
  198. return shader;
  199. };
  200. this.info = {
  201. memory: {
  202. programs: 0,
  203. geometries: 0,
  204. textures: 0
  205. },
  206. render: {
  207. calls: 0,
  208. vertices: 0,
  209. faces: 0,
  210. points: 0
  211. }
  212. };
  213. this.domElement = canvas;
  214. this.extensions = extensions;
  215. this.autoClear = true; // TODO: Make private
  216. this.setClearColor = function ( color, alpha ) {
  217. clearColor.set( color );
  218. clearAlpha = alpha !== undefined ? alpha : 1;
  219. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  220. };
  221. this.setSize = function ( width, height, updateStyle ) {
  222. canvas.width = width * devicePixelRatio;
  223. canvas.height = height * devicePixelRatio;
  224. if ( devicePixelRatio !== 1 && updateStyle !== false ) {
  225. canvas.style.width = width + 'px';
  226. canvas.style.height = height + 'px';
  227. }
  228. gl.viewport( 0, 0, canvas.width, canvas.height );
  229. };
  230. this.clear = function ( color, depth, stencil ) {
  231. var bits = 0;
  232. if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT;
  233. if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT;
  234. if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT;
  235. gl.clear( bits );
  236. };
  237. // blending
  238. var currentBlending = null;
  239. var setBlending = function ( blending ) {
  240. if ( blending !== currentBlending ) {
  241. if ( blending === THREE.NoBlending ) {
  242. gl.disable( gl.BLEND );
  243. } else {
  244. gl.enable( gl.BLEND );
  245. }
  246. currentBlending = blending;
  247. }
  248. };
  249. // depthTest
  250. var currentDepthTest = null;
  251. var setDepthTest = function ( value ) {
  252. if ( value !== currentDepthTest ) {
  253. value === true ? gl.enable( gl.DEPTH_TEST ) : gl.disable( gl.DEPTH_TEST );
  254. currentDepthTest = value;
  255. }
  256. };
  257. // depthWrite
  258. var currentDepthWrite = null;
  259. var setDepthWrite = function ( value ) {
  260. if ( value !== currentDepthWrite ) {
  261. gl.depthMask( value );
  262. currentDepthWrite = value;
  263. }
  264. };
  265. var objectsOpaque = [];
  266. var objectsTransparent = [];
  267. var projectObject = function ( object, camera ) {
  268. if ( object.visible === false ) return;
  269. if ( object instanceof THREE.Mesh && frustum.intersectsObject( object ) === true ) {
  270. // TODO: Do not polute scene graph with .z
  271. if ( object.renderDepth !== null ) {
  272. object.z = object.renderDepth;
  273. } else {
  274. vector3.getPositionFromMatrix( object.matrixWorld );
  275. vector3.applyProjection( cameraViewProjectionMatrix );
  276. object.z = vector3.z;
  277. }
  278. if ( object.material.transparent === true ) {
  279. objectsTransparent.push( object );
  280. } else {
  281. objectsOpaque.push( object );
  282. }
  283. }
  284. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  285. projectObject( object.children[ i ], camera );
  286. }
  287. };
  288. var sortOpaque = function ( a, b ) {
  289. return a.z - b.z;
  290. };
  291. var sortTransparent = function ( a, b ) {
  292. return a.z !== b.z ? b.z - a.z : b.id - a.id;
  293. };
  294. var currentBuffer, currentMaterial, currentProgram;
  295. var locations = {};
  296. var renderObject = function ( object, camera ) {
  297. var buffer = getBuffer( object.geometry, object.material );
  298. var material = object.material;
  299. if ( material !== currentMaterial ) {
  300. var program = getProgram( object.material );
  301. if ( program !== currentProgram ) {
  302. gl.useProgram( program );
  303. locations.modelViewMatrix = gl.getUniformLocation( program, 'modelViewMatrix' );
  304. locations.normalMatrix = gl.getUniformLocation( program, 'normalMatrix' );
  305. locations.projectionMatrix = gl.getUniformLocation( program, 'projectionMatrix' );
  306. locations.position = gl.getAttribLocation( program, 'position' );
  307. locations.normal = gl.getAttribLocation( program, 'normal' );
  308. gl.uniformMatrix4fv( locations.projectionMatrix, false, camera.projectionMatrix.elements );
  309. currentProgram = program;
  310. }
  311. if ( material instanceof THREE.MeshNormalMaterial ) {
  312. gl.uniform1f( gl.getUniformLocation( program, 'opacity' ), material.opacity );
  313. } else if ( material instanceof THREE.ShaderMaterial ) {
  314. var uniforms = material.uniforms;
  315. for ( var uniform in uniforms ) {
  316. var location = gl.getUniformLocation( program, uniform );
  317. var type = uniforms[ uniform ].type;
  318. var value = uniforms[ uniform ].value;
  319. if ( type === "i" ) { // single integer
  320. gl.uniform1i( location, value );
  321. } else if ( type === "f" ) { // single float
  322. gl.uniform1f( location, value );
  323. } else if ( type === "v2" ) { // single THREE.Vector2
  324. gl.uniform2f( location, value.x, value.y );
  325. } else if ( type === "v3" ) { // single THREE.Vector3
  326. gl.uniform3f( location, value.x, value.y, value.z );
  327. } else if ( type === "v4" ) { // single THREE.Vector4
  328. gl.uniform4f( location, value.x, value.y, value.z, value.w );
  329. } else if ( type === "c" ) { // single THREE.Color
  330. gl.uniform3f( location, value.r, value.g, value.b );
  331. }
  332. }
  333. }
  334. currentMaterial = material;
  335. }
  336. if ( buffer !== currentBuffer ) {
  337. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  338. gl.enableVertexAttribArray( locations.position );
  339. gl.vertexAttribPointer( locations.position, 3, gl.FLOAT, false, 0, 0 );
  340. if ( locations.normal >= 0 ) {
  341. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  342. gl.enableVertexAttribArray( locations.normal );
  343. gl.vertexAttribPointer( locations.normal, 3, gl.FLOAT, false, 0, 0 );
  344. }
  345. currentBuffer = buffer;
  346. }
  347. modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  348. normalMatrix.getNormalMatrix( modelViewMatrix );
  349. gl.uniformMatrix4fv( locations.modelViewMatrix, false, modelViewMatrix.elements );
  350. gl.uniformMatrix3fv( locations.normalMatrix, false, normalMatrix.elements );
  351. gl.drawArrays( gl.TRIANGLES, 0, buffer.count );
  352. scope.info.render.calls ++;
  353. };
  354. this.render = function ( scene, camera ) {
  355. if ( this.autoClear === true ) this.clear();
  356. scene.updateMatrixWorld();
  357. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  358. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  359. cameraViewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  360. frustum.setFromMatrix( cameraViewProjectionMatrix );
  361. objectsOpaque.length = 0;
  362. objectsTransparent.length = 0;
  363. scope.info.render.calls = 0;
  364. currentBuffer = undefined;
  365. currentMaterial = undefined;
  366. currentProgram = undefined;
  367. projectObject( scene, camera );
  368. if ( objectsOpaque.length > 0 ) {
  369. objectsOpaque.sort( sortOpaque );
  370. setBlending( THREE.NoBlending );
  371. for ( var i = 0, l = objectsOpaque.length; i < l; i ++ ) {
  372. renderObject( objectsOpaque[ i ], camera );
  373. }
  374. }
  375. if ( objectsTransparent.length > 0 ) {
  376. objectsTransparent.sort( sortTransparent );
  377. setBlending( THREE.NormalBlending );
  378. for ( var i = 0, l = objectsTransparent.length; i < l; i ++ ) {
  379. renderObject( objectsTransparent[ i ], camera );
  380. }
  381. }
  382. };
  383. };