WebGLRenderer3.js 14 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. *
  4. * parameters = {
  5. * canvas: canvas,
  6. * contextAttributes: {
  7. * alpha: false,
  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. : self.devicePixelRatio !== undefined
  25. ? self.devicePixelRatio
  26. : 1;
  27. var gl;
  28. try {
  29. var attributes = parameters.contextAttributes || {};
  30. if ( attributes.alpha === undefined ) attributes.alpha = false;
  31. gl = canvas.getContext( 'webgl', attributes ) || canvas.getContext( 'experimental-webgl', attributes );
  32. if ( gl === null ) {
  33. throw 'Error creating WebGL context.';
  34. }
  35. } catch ( exception ) {
  36. console.error( exception );
  37. }
  38. var precision = 'highp';
  39. var extensions = {};
  40. if ( gl !== null ) {
  41. extensions.element_index_uint = gl.getExtension( 'OES_element_index_uint' );
  42. extensions.texture_float = gl.getExtension( 'OES_texture_float' );
  43. extensions.texture_float_linear = gl.getExtension( 'OES_texture_float_linear' );
  44. extensions.standard_derivatives = gl.getExtension( 'OES_standard_derivatives' );
  45. extensions.texture_filter_anisotropic = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  46. extensions.compressed_texture_s3tc = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  47. gl.clearColor( 0, 0, 0, 1 );
  48. gl.clearDepth( 1 );
  49. gl.clearStencil( 0 );
  50. gl.enable( gl.DEPTH_TEST );
  51. gl.depthFunc( gl.LEQUAL );
  52. gl.enable( gl.CULL_FACE );
  53. gl.frontFace( gl.CCW );
  54. gl.cullFace( gl.BACK );
  55. gl.enable( gl.BLEND );
  56. gl.blendEquation( gl.FUNC_ADD );
  57. gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
  58. gl.clearColor( 0, 0, 0, 0 );
  59. }
  60. var clearColor = new THREE.Color( 0x000000 );
  61. var clearAlpha = 0;
  62. //
  63. var vector3 = new THREE.Vector3();
  64. var frustum = new THREE.Frustum();
  65. var normalMatrix = new THREE.Matrix3();
  66. var modelViewMatrix = new THREE.Matrix4();
  67. var cameraViewProjectionMatrix = new THREE.Matrix4();
  68. // buffers
  69. var buffers = {};
  70. var getBuffer = function ( geometry, material ) {
  71. var hash = geometry.id.toString() + '+' + material.id.toString();
  72. if ( buffers[ hash ] !== undefined ) {
  73. return buffers[ hash ];
  74. }
  75. var vertices = geometry.vertices;
  76. var faces = geometry.faces;
  77. //
  78. var positions = [];
  79. var addPosition = function ( position ) {
  80. positions.push( position.x, position.y, position.z );
  81. }
  82. var normals = [];
  83. var addNormal = function ( normal ) {
  84. normals.push( normal.x, normal.y, normal.z );
  85. }
  86. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  87. var face = faces[ i ];
  88. var vertexNormals = face.vertexNormals.length > 0;
  89. addPosition( vertices[ face.a ] );
  90. addPosition( vertices[ face.b ] );
  91. addPosition( vertices[ face.c ] );
  92. if ( vertexNormals === true ) {
  93. addNormal( face.vertexNormals[ 0 ] );
  94. addNormal( face.vertexNormals[ 1 ] );
  95. addNormal( face.vertexNormals[ 2 ] );
  96. } else {
  97. addNormal( face.normal );
  98. addNormal( face.normal );
  99. addNormal( face.normal );
  100. }
  101. }
  102. var buffer = {
  103. positions: gl.createBuffer(),
  104. normals: gl.createBuffer(),
  105. count: positions.length / 3
  106. };
  107. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  108. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
  109. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  110. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( normals ), gl.STATIC_DRAW );
  111. buffers[ hash ] = buffer;
  112. scope.info.memory.geometries ++;
  113. return buffer;
  114. };
  115. // programs
  116. var programs = {};
  117. var programsCache = {};
  118. var getProgram = function ( material ) {
  119. if ( programs[ material.id ] !== undefined ) {
  120. return programs[ material.id ];
  121. }
  122. var vertexShader = [
  123. 'precision ' + precision + ' float;',
  124. "precision " + precision + " int;",
  125. 'attribute vec3 position;',
  126. 'attribute vec3 normal;',
  127. 'uniform mat4 modelViewMatrix;',
  128. 'uniform mat3 normalMatrix;',
  129. 'uniform mat4 projectionMatrix;',
  130. ''
  131. ].join( '\n' );
  132. var fragmentShader = [
  133. 'precision ' + precision + ' float;',
  134. "precision " + precision + " int;",
  135. ''
  136. ].join( '\n' );
  137. if ( material instanceof THREE.ShaderMaterial ) {
  138. vertexShader += material.vertexShader;
  139. fragmentShader += material.fragmentShader;
  140. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  141. vertexShader += [
  142. 'varying vec3 vNormal;',
  143. 'void main() {',
  144. ' vNormal = normalize( normalMatrix * normal );',
  145. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  146. '}'
  147. ].join( '\n' );
  148. fragmentShader += [
  149. 'varying vec3 vNormal;',
  150. 'uniform float opacity;',
  151. 'void main() {',
  152. ' gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );',
  153. '}'
  154. ].join( '\n' );
  155. } else {
  156. vertexShader += [
  157. 'void main() {',
  158. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  159. '}'
  160. ].join( '\n' );
  161. fragmentShader += [
  162. 'void main() {',
  163. ' gl_FragColor = vec4( 1.0, 0, 0, 1.0 );',
  164. '}'
  165. ].join( '\n' );
  166. }
  167. var program;
  168. var code = vertexShader + fragmentShader;
  169. if ( programsCache[ code ] !== undefined ) {
  170. program = programsCache[ code ];
  171. programs[ material.id ] = program;
  172. } else {
  173. program = gl.createProgram();
  174. gl.attachShader( program, createShader( gl.VERTEX_SHADER, vertexShader ) );
  175. gl.attachShader( program, createShader( gl.FRAGMENT_SHADER, fragmentShader ) );
  176. gl.linkProgram( program );
  177. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === true ) {
  178. programsCache[ code ] = program;
  179. programs[ material.id ] = program;
  180. scope.info.memory.programs ++;
  181. } else {
  182. console.error( 'Program Info Log: ' + gl.getProgramInfoLog( program ) );
  183. console.error( 'VALIDATE_STATUS: ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) );
  184. console.error( 'GL_ERROR: ' + gl.getError() );
  185. // fallback
  186. program = getProgram( new THREE.MeshBasicMaterial() );
  187. programs[ material.id ] = program;
  188. }
  189. }
  190. return program;
  191. };
  192. var createShader = function ( type, string ) {
  193. var shader = gl.createShader( type );
  194. gl.shaderSource( shader, string );
  195. gl.compileShader( shader );
  196. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === true ) {
  197. // console.log( string );
  198. } else {
  199. console.error( gl.getShaderInfoLog( shader ), string );
  200. return null;
  201. }
  202. return shader;
  203. };
  204. this.info = {
  205. memory: {
  206. programs: 0,
  207. geometries: 0,
  208. textures: 0
  209. },
  210. render: {
  211. calls: 0,
  212. vertices: 0,
  213. faces: 0,
  214. points: 0
  215. }
  216. };
  217. this.domElement = canvas;
  218. this.extensions = extensions;
  219. this.autoClear = true; // TODO: Make private
  220. this.setClearColor = function ( color, alpha ) {
  221. clearColor.set( color );
  222. clearAlpha = alpha !== undefined ? alpha : 1;
  223. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  224. };
  225. this.setSize = function ( width, height, updateStyle ) {
  226. canvas.width = width * devicePixelRatio;
  227. canvas.height = height * devicePixelRatio;
  228. if ( devicePixelRatio !== 1 && updateStyle !== false ) {
  229. canvas.style.width = width + 'px';
  230. canvas.style.height = height + 'px';
  231. }
  232. gl.viewport( 0, 0, canvas.width, canvas.height );
  233. };
  234. this.clear = function ( color, depth, stencil ) {
  235. var bits = 0;
  236. if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT;
  237. if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT;
  238. if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT;
  239. gl.clear( bits );
  240. };
  241. // blending
  242. var currentBlending = null;
  243. var setBlending = function ( blending ) {
  244. if ( blending !== currentBlending ) {
  245. if ( blending === THREE.NoBlending ) {
  246. gl.disable( gl.BLEND );
  247. } else {
  248. gl.enable( gl.BLEND );
  249. }
  250. currentBlending = blending;
  251. }
  252. };
  253. // depthTest
  254. var currentDepthTest = null;
  255. var setDepthTest = function ( value ) {
  256. if ( value !== currentDepthTest ) {
  257. value === true ? gl.enable( gl.DEPTH_TEST ) : gl.disable( gl.DEPTH_TEST );
  258. currentDepthTest = value;
  259. }
  260. };
  261. // depthWrite
  262. var currentDepthWrite = null;
  263. var setDepthWrite = function ( value ) {
  264. if ( value !== currentDepthWrite ) {
  265. gl.depthMask( value );
  266. currentDepthWrite = value;
  267. }
  268. };
  269. var objectsOpaque = [];
  270. var objectsTransparent = [];
  271. var projectObject = function ( object ) {
  272. if ( object.visible === false ) return;
  273. if ( object instanceof THREE.Mesh && frustum.intersectsObject( object ) === true ) {
  274. // TODO: Do not polute scene graph with .z
  275. if ( object.renderDepth !== null ) {
  276. object.z = object.renderDepth;
  277. } else {
  278. vector3.setFromMatrixPosition( object.matrixWorld );
  279. vector3.applyProjection( cameraViewProjectionMatrix );
  280. object.z = vector3.z;
  281. }
  282. if ( object.material.transparent === true ) {
  283. objectsTransparent.push( object );
  284. } else {
  285. objectsOpaque.push( object );
  286. }
  287. }
  288. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  289. projectObject( object.children[ i ] );
  290. }
  291. };
  292. var sortOpaque = function ( a, b ) {
  293. return a.z - b.z;
  294. };
  295. var sortTransparent = function ( a, b ) {
  296. return a.z !== b.z ? b.z - a.z : b.id - a.id;
  297. };
  298. var currentBuffer, currentMaterial, currentProgram;
  299. var locations = {};
  300. var renderObject = function ( object, camera ) {
  301. var buffer = getBuffer( object.geometry, object.material );
  302. var material = object.material;
  303. if ( material !== currentMaterial ) {
  304. var program = getProgram( object.material );
  305. if ( program !== currentProgram ) {
  306. gl.useProgram( program );
  307. locations.modelViewMatrix = gl.getUniformLocation( program, 'modelViewMatrix' );
  308. locations.normalMatrix = gl.getUniformLocation( program, 'normalMatrix' );
  309. locations.projectionMatrix = gl.getUniformLocation( program, 'projectionMatrix' );
  310. locations.position = gl.getAttribLocation( program, 'position' );
  311. locations.normal = gl.getAttribLocation( program, 'normal' );
  312. gl.uniformMatrix4fv( locations.projectionMatrix, false, camera.projectionMatrix.elements );
  313. currentProgram = program;
  314. }
  315. if ( material instanceof THREE.MeshNormalMaterial ) {
  316. gl.uniform1f( gl.getUniformLocation( program, 'opacity' ), material.opacity );
  317. } else if ( material instanceof THREE.ShaderMaterial ) {
  318. var uniforms = material.uniforms;
  319. for ( var uniform in uniforms ) {
  320. var location = gl.getUniformLocation( program, uniform );
  321. var type = uniforms[ uniform ].type;
  322. var value = uniforms[ uniform ].value;
  323. if ( type === "i" ) { // single integer
  324. gl.uniform1i( location, value );
  325. } else if ( type === "f" ) { // single float
  326. gl.uniform1f( location, value );
  327. } else if ( type === "v2" ) { // single THREE.Vector2
  328. gl.uniform2f( location, value.x, value.y );
  329. } else if ( type === "v3" ) { // single THREE.Vector3
  330. gl.uniform3f( location, value.x, value.y, value.z );
  331. } else if ( type === "v4" ) { // single THREE.Vector4
  332. gl.uniform4f( location, value.x, value.y, value.z, value.w );
  333. } else if ( type === "c" ) { // single THREE.Color
  334. gl.uniform3f( location, value.r, value.g, value.b );
  335. }
  336. }
  337. }
  338. currentMaterial = material;
  339. }
  340. if ( buffer !== currentBuffer ) {
  341. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  342. gl.enableVertexAttribArray( locations.position );
  343. gl.vertexAttribPointer( locations.position, 3, gl.FLOAT, false, 0, 0 );
  344. if ( locations.normal >= 0 ) {
  345. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  346. gl.enableVertexAttribArray( locations.normal );
  347. gl.vertexAttribPointer( locations.normal, 3, gl.FLOAT, false, 0, 0 );
  348. }
  349. currentBuffer = buffer;
  350. }
  351. modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  352. normalMatrix.getNormalMatrix( modelViewMatrix );
  353. gl.uniformMatrix4fv( locations.modelViewMatrix, false, modelViewMatrix.elements );
  354. gl.uniformMatrix3fv( locations.normalMatrix, false, normalMatrix.elements );
  355. gl.drawArrays( gl.TRIANGLES, 0, buffer.count );
  356. scope.info.render.calls ++;
  357. };
  358. this.render = function ( scene, camera ) {
  359. if ( this.autoClear === true ) this.clear();
  360. scene.updateMatrixWorld();
  361. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  362. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  363. cameraViewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  364. frustum.setFromMatrix( cameraViewProjectionMatrix );
  365. objectsOpaque.length = 0;
  366. objectsTransparent.length = 0;
  367. scope.info.render.calls = 0;
  368. currentBuffer = undefined;
  369. currentMaterial = undefined;
  370. currentProgram = undefined;
  371. projectObject( scene );
  372. if ( objectsOpaque.length > 0 ) {
  373. objectsOpaque.sort( sortOpaque );
  374. setBlending( THREE.NoBlending );
  375. for ( var i = 0, l = objectsOpaque.length; i < l; i ++ ) {
  376. renderObject( objectsOpaque[ i ], camera );
  377. }
  378. }
  379. if ( objectsTransparent.length > 0 ) {
  380. objectsTransparent.sort( sortTransparent );
  381. setBlending( THREE.NormalBlending );
  382. for ( var i = 0, l = objectsTransparent.length; i < l; i ++ ) {
  383. renderObject( objectsTransparent[ i ], camera );
  384. }
  385. }
  386. };
  387. };