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 canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' );
  21. var devicePixelRatio = parameters.devicePixelRatio !== undefined
  22. ? parameters.devicePixelRatio
  23. : window.devicePixelRatio !== undefined
  24. ? window.devicePixelRatio
  25. : 1;
  26. var gl;
  27. try {
  28. var attributes = parameters.contextAttributes || {};
  29. gl = canvas.getContext( 'webgl', attributes ) || canvas.getContext( 'experimental-webgl', attributes );
  30. } catch ( exception ) {
  31. console.error( exception );
  32. }
  33. var precision = 'highp';
  34. var extensions = {};
  35. if ( gl !== null ) {
  36. extensions.element_index_uint = gl.getExtension( 'OES_element_index_uint' );
  37. extensions.texture_float = gl.getExtension( 'OES_texture_float' );
  38. extensions.standard_derivatives = gl.getExtension( 'OES_standard_derivatives' );
  39. extensions.texture_filter_anisotropic = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  40. extensions.compressed_texture_s3tc = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  41. gl.clearColor( 0, 0, 0, 1 );
  42. gl.clearDepth( 1 );
  43. gl.clearStencil( 0 );
  44. gl.enable( gl.DEPTH_TEST );
  45. gl.depthFunc( gl.LEQUAL );
  46. gl.enable( gl.CULL_FACE );
  47. gl.frontFace( gl.CCW );
  48. gl.cullFace( gl.BACK );
  49. gl.enable( gl.BLEND );
  50. gl.blendEquation( gl.FUNC_ADD );
  51. gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
  52. gl.clearColor( 0, 0, 0, 0 );
  53. }
  54. var clearColor = new THREE.Color( 0x000000 );
  55. var clearAlpha = 0;
  56. //
  57. var vector3 = new THREE.Vector3();
  58. var frustum = new THREE.Frustum();
  59. var normalMatrix = new THREE.Matrix3();
  60. var modelViewMatrix = new THREE.Matrix4();
  61. var cameraViewProjectionMatrix = new THREE.Matrix4();
  62. // buffers
  63. var buffers = {};
  64. var getBuffer = function ( geometry ) {
  65. if ( buffers[ geometry.id ] !== undefined ) {
  66. return buffers[ geometry.id ];
  67. }
  68. var vertices = geometry.vertices;
  69. var faces = geometry.faces;
  70. //
  71. var positions = [];
  72. var addPosition = function ( position ) {
  73. positions.push( position.x, position.y, position.z );
  74. }
  75. var normals = [];
  76. var addNormal = function ( normal ) {
  77. normals.push( normal.x, normal.y, normal.z );
  78. }
  79. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  80. var face = faces[ i ];
  81. var vertexNormals = face.vertexNormals.length > 0;
  82. addPosition( vertices[ face.a ] );
  83. addPosition( vertices[ face.b ] );
  84. addPosition( vertices[ face.c ] );
  85. if ( vertexNormals === true ) {
  86. addNormal( face.vertexNormals[ 0 ] );
  87. addNormal( face.vertexNormals[ 1 ] );
  88. addNormal( face.vertexNormals[ 2 ] );
  89. } else {
  90. addNormal( face.normal );
  91. addNormal( face.normal );
  92. addNormal( face.normal );
  93. }
  94. if ( face instanceof THREE.Face4 ) {
  95. addPosition( vertices[ face.a ] );
  96. addPosition( vertices[ face.c ] );
  97. addPosition( vertices[ face.d ] );
  98. if ( vertexNormals === true ) {
  99. addNormal( face.vertexNormals[ 0 ] );
  100. addNormal( face.vertexNormals[ 2 ] );
  101. addNormal( face.vertexNormals[ 3 ] );
  102. } else {
  103. addNormal( face.normal );
  104. addNormal( face.normal );
  105. addNormal( face.normal );
  106. }
  107. }
  108. }
  109. var buffer = {
  110. positions: gl.createBuffer(),
  111. normals: gl.createBuffer(),
  112. count: positions.length / 3
  113. };
  114. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  115. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
  116. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  117. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( normals ), gl.STATIC_DRAW );
  118. buffers[ geometry.id ] = buffer;
  119. return buffer;
  120. };
  121. // programs
  122. var programs = {};
  123. var programsCache = {};
  124. var getProgram = function ( material ) {
  125. if ( programs[ material.id ] !== undefined ) {
  126. return programs[ material.id ];
  127. }
  128. var vertexShader = [
  129. 'precision ' + precision + ' float;',
  130. 'attribute vec3 position;',
  131. 'attribute vec3 normal;',
  132. 'uniform mat4 modelViewMatrix;',
  133. 'uniform mat3 normalMatrix;',
  134. 'uniform mat4 projectionMatrix;',
  135. ''
  136. ].join( '\n' );
  137. var fragmentShader = [
  138. 'precision ' + precision + ' float;',
  139. ''
  140. ].join( '\n' );
  141. if ( material instanceof THREE.ShaderMaterial ) {
  142. vertexShader += material.vertexShader;
  143. fragmentShader += material.fragmentShader;
  144. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  145. vertexShader += [
  146. 'varying vec3 vNormal;',
  147. 'void main() {',
  148. ' vNormal = normalize( normalMatrix * normal );',
  149. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  150. '}'
  151. ].join( '\n' );
  152. fragmentShader += [
  153. 'varying vec3 vNormal;',
  154. 'uniform float opacity;',
  155. 'void main() {',
  156. ' gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );',
  157. '}'
  158. ].join( '\n' );
  159. } else {
  160. vertexShader += [
  161. 'void main() {',
  162. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  163. '}'
  164. ].join( '\n' );
  165. fragmentShader += [
  166. 'void main() {',
  167. ' gl_FragColor = vec4( 1.0, 0, 0, 1.0 );',
  168. '}'
  169. ].join( '\n' );
  170. }
  171. var program;
  172. var code = vertexShader + fragmentShader;
  173. if ( programsCache[ code ] !== undefined ) {
  174. program = programsCache[ code ];
  175. programs[ material.id ] = program;
  176. } else {
  177. program = gl.createProgram();
  178. gl.attachShader( program, createShader( gl.VERTEX_SHADER, vertexShader ) );
  179. gl.attachShader( program, createShader( gl.FRAGMENT_SHADER, fragmentShader ) );
  180. gl.linkProgram( program );
  181. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === true ) {
  182. programsCache[ code ] = program;
  183. programs[ material.id ] = program;
  184. } else {
  185. console.error( 'VALIDATE_STATUS: ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) );
  186. console.error( 'GL_ERROR: ' + gl.getError() );
  187. // fallback
  188. program = getProgram( new THREE.MeshBasicMaterial() );
  189. programs[ material.id ] = program;
  190. }
  191. }
  192. return program;
  193. };
  194. var createShader = function ( type, string ) {
  195. var shader = gl.createShader( type );
  196. gl.shaderSource( shader, string );
  197. gl.compileShader( shader );
  198. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === true ) {
  199. // console.log( string );
  200. } else {
  201. console.error( gl.getShaderInfoLog( shader ), string );
  202. return null;
  203. }
  204. return shader;
  205. };
  206. this.domElement = canvas;
  207. this.extensions = extensions;
  208. this.autoClear = true; // TODO: Make private
  209. this.setClearColor = function ( color, alpha ) {
  210. clearColor.set( color );
  211. clearAlpha = alpha !== undefined ? alpha : 1;
  212. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  213. };
  214. this.setSize = function ( width, height, updateStyle ) {
  215. canvas.width = width;
  216. canvas.height = height;
  217. if ( devicePixelRatio !== 1 && updateStyle !== false ) {
  218. canvas.style.width = width + 'px';
  219. canvas.style.height = height + 'px';
  220. }
  221. gl.viewport( 0, 0, canvas.width, canvas.height );
  222. };
  223. this.clear = function ( color, depth, stencil ) {
  224. var bits = 0;
  225. if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT;
  226. if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT;
  227. if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT;
  228. gl.clear( bits );
  229. };
  230. // blending
  231. var currentBlending = null;
  232. var setBlending = function ( blending ) {
  233. if ( blending !== currentBlending ) {
  234. if ( blending === THREE.NoBlending ) {
  235. gl.disable( gl.BLEND );
  236. } else {
  237. gl.enable( gl.BLEND );
  238. }
  239. currentBlending = blending;
  240. }
  241. };
  242. // depthTest
  243. var currentDepthTest = null;
  244. var setDepthTest = function ( value ) {
  245. if ( value !== currentDepthTest ) {
  246. value === true ? gl.enable( gl.DEPTH_TEST ) : gl.disable( gl.DEPTH_TEST );
  247. currentDepthTest = value;
  248. }
  249. };
  250. // depthWrite
  251. var currentDepthWrite = null;
  252. var setDepthWrite = function ( value ) {
  253. if ( value !== currentDepthWrite ) {
  254. gl.depthMask( value );
  255. currentDepthWrite = value;
  256. }
  257. };
  258. var objectsOpaque = [];
  259. var objectsTransparent = [];
  260. var projectObject = function ( object, camera ) {
  261. if ( object.visible === false ) return;
  262. if ( object instanceof THREE.Mesh && frustum.intersectsObject( object ) === true ) {
  263. // TODO: Do not polute scene graph with .z
  264. if ( object.renderDepth !== null ) {
  265. object.z = object.renderDepth;
  266. } else {
  267. vector3.getPositionFromMatrix( object.matrixWorld );
  268. vector3.applyProjection( cameraViewProjectionMatrix );
  269. object.z = vector3.z;
  270. }
  271. if ( object.material.transparent === true ) {
  272. objectsTransparent.push( object );
  273. } else {
  274. objectsOpaque.push( object );
  275. }
  276. }
  277. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  278. projectObject( object.children[ i ], camera );
  279. }
  280. };
  281. var sortOpaque = function ( a, b ) {
  282. return a.z - b.z;
  283. };
  284. var sortTransparent = function ( a, b ) {
  285. return a.z !== b.z ? b.z - a.z : b.id - a.id;
  286. };
  287. var currentBuffer, currentMaterial, currentProgram;
  288. var locations = {};
  289. var renderObject = function ( object, camera ) {
  290. var buffer = getBuffer( object.geometry );
  291. var material = object.material;
  292. if ( material !== currentMaterial ) {
  293. var program = getProgram( object.material );
  294. if ( program !== currentProgram ) {
  295. gl.useProgram( program );
  296. locations.modelViewMatrix = gl.getUniformLocation( program, 'modelViewMatrix' );
  297. locations.normalMatrix = gl.getUniformLocation( program, 'normalMatrix' );
  298. locations.projectionMatrix = gl.getUniformLocation( program, 'projectionMatrix' );
  299. locations.position = gl.getAttribLocation( program, 'position' );
  300. locations.normal = gl.getAttribLocation( program, 'normal' );
  301. gl.uniformMatrix4fv( locations.projectionMatrix, false, camera.projectionMatrix.elements );
  302. currentProgram = program;
  303. }
  304. if ( material instanceof THREE.MeshNormalMaterial ) {
  305. gl.uniform1f( gl.getUniformLocation( program, 'opacity' ), material.opacity );
  306. } else if ( material instanceof THREE.ShaderMaterial ) {
  307. var uniforms = material.uniforms;
  308. for ( var uniform in uniforms ) {
  309. var location = gl.getUniformLocation( program, uniform );
  310. var type = uniforms[ uniform ].type;
  311. var value = uniforms[ uniform ].value;
  312. if ( type === "i" ) { // single integer
  313. gl.uniform1i( location, value );
  314. } else if ( type === "f" ) { // single float
  315. gl.uniform1f( location, value );
  316. } else if ( type === "v2" ) { // single THREE.Vector2
  317. gl.uniform2f( location, value.x, value.y );
  318. } else if ( type === "v3" ) { // single THREE.Vector3
  319. gl.uniform3f( location, value.x, value.y, value.z );
  320. } else if ( type === "v4" ) { // single THREE.Vector4
  321. gl.uniform4f( location, value.x, value.y, value.z, value.w );
  322. } else if ( type === "c" ) { // single THREE.Color
  323. gl.uniform3f( location, value.r, value.g, value.b );
  324. }
  325. }
  326. }
  327. currentMaterial = material;
  328. }
  329. if ( buffer !== currentBuffer ) {
  330. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  331. gl.enableVertexAttribArray( locations.position );
  332. gl.vertexAttribPointer( locations.position, 3, gl.FLOAT, false, 0, 0 );
  333. if ( locations.normal >= 0 ) {
  334. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  335. gl.enableVertexAttribArray( locations.normal );
  336. gl.vertexAttribPointer( locations.normal, 3, gl.FLOAT, false, 0, 0 );
  337. }
  338. currentBuffer = buffer;
  339. }
  340. modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  341. normalMatrix.getNormalMatrix( modelViewMatrix );
  342. gl.uniformMatrix4fv( locations.modelViewMatrix, false, modelViewMatrix.elements );
  343. gl.uniformMatrix3fv( locations.normalMatrix, false, normalMatrix.elements );
  344. gl.drawArrays( gl.TRIANGLES, 0, buffer.count );
  345. };
  346. this.render = function ( scene, camera ) {
  347. if ( this.autoClear === true ) this.clear();
  348. scene.updateMatrixWorld();
  349. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  350. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  351. cameraViewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  352. frustum.setFromMatrix( cameraViewProjectionMatrix );
  353. objectsOpaque.length = 0;
  354. objectsTransparent.length = 0;
  355. currentBuffer = undefined;
  356. currentMaterial = undefined;
  357. currentProgram = undefined;
  358. projectObject( scene, camera );
  359. if ( objectsOpaque.length > 0 ) {
  360. objectsOpaque.sort( sortOpaque );
  361. setBlending( THREE.NoBlending );
  362. for ( var i = 0, l = objectsOpaque.length; i < l; i ++ ) {
  363. renderObject( objectsOpaque[ i ], camera );
  364. }
  365. }
  366. if ( objectsTransparent.length > 0 ) {
  367. objectsTransparent.sort( sortTransparent );
  368. setBlending( THREE.NormalBlending );
  369. for ( var i = 0, l = objectsTransparent.length; i < l; i ++ ) {
  370. renderObject( objectsTransparent[ i ], camera );
  371. }
  372. }
  373. };
  374. };