WebGLBackend.js 26 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290
  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. //
  12. class WebGLBackend extends Backend {
  13. constructor( parameters = {} ) {
  14. super( parameters );
  15. this.isWebGLBackend = true;
  16. }
  17. init( renderer ) {
  18. super.init( renderer );
  19. //
  20. const parameters = this.parameters;
  21. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  22. this.gl = glContext;
  23. this.extensions = new WebGLExtensions( this );
  24. this.capabilities = new WebGLCapabilities( this );
  25. this.attributeUtils = new WebGLAttributeUtils( this );
  26. this.textureUtils = new WebGLTextureUtils( this );
  27. this.state = new WebGLState( this );
  28. this.utils = new WebGLUtils( this );
  29. this.vaoCache = {};
  30. this.transformFeedbackCache = {};
  31. this.discard = false;
  32. this.extensions.get( 'EXT_color_buffer_float' );
  33. this._currentContext = null;
  34. }
  35. get coordinateSystem() {
  36. return WebGLCoordinateSystem;
  37. }
  38. async getArrayBufferAsync( attribute ) {
  39. return await this.attributeUtils.getArrayBufferAsync( attribute );
  40. }
  41. getContext() {
  42. return this.gl;
  43. }
  44. beginRender( renderContext ) {
  45. const { gl } = this;
  46. const renderContextData = this.get( renderContext );
  47. //
  48. //
  49. renderContextData.previousContext = this._currentContext;
  50. this._currentContext = renderContext;
  51. this._setFramebuffer( renderContext );
  52. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext );
  53. //
  54. if ( renderContext.viewport ) {
  55. this.updateViewport( renderContext );
  56. } else {
  57. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  58. }
  59. const occlusionQueryCount = renderContext.occlusionQueryCount;
  60. if ( occlusionQueryCount > 0 ) {
  61. // Get a reference to the array of objects with queries. The renderContextData property
  62. // can be changed by another render pass before the async reading of all previous queries complete
  63. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  64. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  65. renderContextData.lastOcclusionObject = null;
  66. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  67. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  68. renderContextData.occlusionQueryIndex = 0;
  69. }
  70. }
  71. finishRender( renderContext ) {
  72. const { gl, state } = this;
  73. const renderContextData = this.get( renderContext );
  74. const previousContext = renderContextData.previousContext;
  75. const textures = renderContext.textures;
  76. if ( textures !== null ) {
  77. for ( let i = 0; i < textures.length; i ++ ) {
  78. const texture = textures[ i ];
  79. if ( texture.generateMipmaps ) {
  80. this.generateMipmaps( texture );
  81. }
  82. }
  83. }
  84. this._currentContext = previousContext;
  85. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  86. const renderTargetContextData = this.get( renderContext.renderTarget );
  87. const { samples } = renderContext.renderTarget;
  88. const fb = renderTargetContextData.framebuffer;
  89. const mask = gl.COLOR_BUFFER_BIT;
  90. if ( samples > 0 ) {
  91. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  92. const textures = renderContext.textures;
  93. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  94. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  95. for ( let i = 0; i < textures.length; i ++ ) {
  96. // TODO Add support for MRT
  97. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  98. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  99. }
  100. }
  101. }
  102. if ( previousContext !== null ) {
  103. this._setFramebuffer( previousContext );
  104. if ( previousContext.viewport ) {
  105. this.updateViewport( previousContext );
  106. } else {
  107. const gl = this.gl;
  108. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  109. }
  110. }
  111. const occlusionQueryCount = renderContext.occlusionQueryCount;
  112. if ( occlusionQueryCount > 0 ) {
  113. const renderContextData = this.get( renderContext );
  114. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  115. const { gl } = this;
  116. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  117. }
  118. this.resolveOccludedAsync( renderContext );
  119. }
  120. }
  121. resolveOccludedAsync( renderContext ) {
  122. const renderContextData = this.get( renderContext );
  123. // handle occlusion query results
  124. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  125. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  126. const occluded = new WeakSet();
  127. const { gl } = this;
  128. renderContextData.currentOcclusionQueryObjects = null;
  129. renderContextData.currentOcclusionQueries = null;
  130. const check = () => {
  131. let completed = 0;
  132. // check all queries and requeue as appropriate
  133. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  134. const query = currentOcclusionQueries[ i ];
  135. if ( query === null ) continue;
  136. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  137. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  138. currentOcclusionQueries[ i ] = null;
  139. gl.deleteQuery( query );
  140. completed ++;
  141. }
  142. }
  143. if ( completed < currentOcclusionQueries.length ) {
  144. requestAnimationFrame( check );
  145. } else {
  146. renderContextData.occluded = occluded;
  147. }
  148. };
  149. check();
  150. }
  151. }
  152. isOccluded( renderContext, object ) {
  153. const renderContextData = this.get( renderContext );
  154. return renderContextData.occluded && renderContextData.occluded.has( object );
  155. }
  156. updateViewport( renderContext ) {
  157. const gl = this.gl;
  158. const { x, y, width, height } = renderContext.viewportValue;
  159. gl.viewport( x, y, width, height );
  160. }
  161. clear( color, depth, stencil, descriptor = null ) {
  162. const { gl } = this;
  163. if ( descriptor === null ) {
  164. descriptor = {
  165. textures: null,
  166. clearColorValue: this.getClearColor()
  167. };
  168. }
  169. //
  170. let clear = 0;
  171. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  172. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  173. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  174. if ( clear !== 0 ) {
  175. const clearColor = descriptor.clearColorValue;
  176. if ( depth ) this.state.setDepthMask( true );
  177. if ( descriptor.textures === null ) {
  178. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  179. gl.clear( clear );
  180. } else {
  181. if ( color ) {
  182. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  183. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  184. }
  185. }
  186. if ( depth && stencil ) {
  187. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  188. } else if ( depth ) {
  189. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  190. } else if ( stencil ) {
  191. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  192. }
  193. }
  194. }
  195. }
  196. beginCompute( /*computeGroup*/ ) {
  197. const gl = this.gl;
  198. gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  199. }
  200. compute( computeGroup, computeNode, bindings, pipeline ) {
  201. const gl = this.gl;
  202. if ( ! this.discard ) {
  203. // required here to handle async behaviour of render.compute()
  204. gl.enable( gl.RASTERIZER_DISCARD );
  205. this.discard = true;
  206. }
  207. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  208. const vaoKey = this._getVaoKey( null, attributes );
  209. let vaoGPU = this.vaoCache[ vaoKey ];
  210. if ( vaoGPU === undefined ) {
  211. this._createVao( null, attributes );
  212. } else {
  213. gl.bindVertexArray( vaoGPU );
  214. }
  215. gl.useProgram( programGPU );
  216. this._bindUniforms( bindings );
  217. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  218. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  219. gl.beginTransformFeedback( gl.POINTS );
  220. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  221. gl.endTransformFeedback();
  222. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  223. // switch active buffers
  224. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  225. transformBuffers[ i ].switchBuffers();
  226. }
  227. }
  228. finishCompute( /*computeGroup*/ ) {
  229. const gl = this.gl;
  230. this.discard = false;
  231. gl.disable( gl.RASTERIZER_DISCARD );
  232. }
  233. draw( renderObject, info ) {
  234. const { pipeline, material, context } = renderObject;
  235. const { programGPU } = this.get( pipeline );
  236. const { gl, state } = this;
  237. const contextData = this.get( context );
  238. //
  239. this._bindUniforms( renderObject.getBindings() );
  240. state.setMaterial( material );
  241. gl.useProgram( programGPU );
  242. //
  243. let vaoGPU = renderObject.staticVao;
  244. if ( vaoGPU === undefined ) {
  245. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  246. vaoGPU = this.vaoCache[ vaoKey ];
  247. if ( vaoGPU === undefined ) {
  248. let staticVao;
  249. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  250. if ( staticVao ) renderObject.staticVao = vaoGPU;
  251. }
  252. }
  253. gl.bindVertexArray( vaoGPU );
  254. //
  255. const index = renderObject.getIndex();
  256. const object = renderObject.object;
  257. const geometry = renderObject.geometry;
  258. const drawRange = geometry.drawRange;
  259. const firstVertex = drawRange.start;
  260. //
  261. const lastObject = contextData.lastOcclusionObject;
  262. if ( lastObject !== object && lastObject !== undefined ) {
  263. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  264. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  265. contextData.occlusionQueryIndex ++;
  266. }
  267. if ( object.occlusionTest === true ) {
  268. const query = gl.createQuery();
  269. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  270. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  271. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  272. }
  273. contextData.lastOcclusionObject = object;
  274. }
  275. //
  276. let mode;
  277. if ( object.isPoints ) mode = gl.POINTS;
  278. else if ( object.isLineSegments ) mode = gl.LINES;
  279. else if ( object.isLine ) mode = gl.LINE_STRIP;
  280. else if ( object.isLineLoop ) mode = gl.LINE_LOOP;
  281. else {
  282. if ( material.wireframe === true ) {
  283. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  284. mode = gl.LINES;
  285. } else {
  286. mode = gl.TRIANGLES;
  287. }
  288. }
  289. //
  290. const instanceCount = this.getInstanceCount( renderObject );
  291. if ( index !== null ) {
  292. const indexData = this.get( index );
  293. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  294. if ( instanceCount > 1 ) {
  295. gl.drawElementsInstanced( mode, index.count, indexData.type, firstVertex, instanceCount );
  296. } else {
  297. gl.drawElements( mode, index.count, indexData.type, firstVertex );
  298. }
  299. info.update( object, indexCount, 1 );
  300. } else {
  301. const positionAttribute = geometry.attributes.position;
  302. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
  303. if ( instanceCount > 1 ) {
  304. gl.drawArraysInstanced( mode, 0, vertexCount, instanceCount );
  305. } else {
  306. gl.drawArrays( mode, 0, vertexCount );
  307. }
  308. //gl.drawArrays( mode, vertexCount, gl.UNSIGNED_SHORT, firstVertex );
  309. info.update( object, vertexCount, 1 );
  310. }
  311. //
  312. gl.bindVertexArray( null );
  313. }
  314. needsRenderUpdate( /*renderObject*/ ) {
  315. return false;
  316. }
  317. getRenderCacheKey( renderObject ) {
  318. return renderObject.id;
  319. }
  320. // textures
  321. createDefaultTexture( texture ) {
  322. this.textureUtils.createDefaultTexture( texture );
  323. }
  324. createTexture( texture, options ) {
  325. this.textureUtils.createTexture( texture, options );
  326. }
  327. updateTexture( texture, options ) {
  328. this.textureUtils.updateTexture( texture, options );
  329. }
  330. generateMipmaps( texture ) {
  331. this.textureUtils.generateMipmaps( texture );
  332. }
  333. destroyTexture( texture ) {
  334. this.textureUtils.destroyTexture( texture );
  335. }
  336. copyTextureToBuffer( texture, x, y, width, height ) {
  337. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  338. }
  339. createSampler( /*texture*/ ) {
  340. //console.warn( 'Abstract class.' );
  341. }
  342. destroySampler() {}
  343. // node builder
  344. createNodeBuilder( object, renderer, scene = null ) {
  345. return new GLSLNodeBuilder( object, renderer, scene );
  346. }
  347. // program
  348. createProgram( program ) {
  349. const gl = this.gl;
  350. const { stage, code } = program;
  351. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  352. gl.shaderSource( shader, code );
  353. gl.compileShader( shader );
  354. this.set( program, {
  355. shaderGPU: shader
  356. } );
  357. }
  358. destroyProgram( /*program*/ ) {
  359. console.warn( 'Abstract class.' );
  360. }
  361. createRenderPipeline( renderObject ) {
  362. const gl = this.gl;
  363. const pipeline = renderObject.pipeline;
  364. // Program
  365. const { fragmentProgram, vertexProgram } = pipeline;
  366. const programGPU = gl.createProgram();
  367. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  368. const vertexShader = this.get( vertexProgram ).shaderGPU;
  369. gl.attachShader( programGPU, fragmentShader );
  370. gl.attachShader( programGPU, vertexShader );
  371. gl.linkProgram( programGPU );
  372. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  373. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  374. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  375. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  376. }
  377. gl.useProgram( programGPU );
  378. // Bindings
  379. this._setupBindings( renderObject.getBindings(), programGPU );
  380. //
  381. this.set( pipeline, {
  382. programGPU
  383. } );
  384. }
  385. createComputePipeline( computePipeline, bindings ) {
  386. const gl = this.gl;
  387. // Program
  388. const fragmentProgram = {
  389. stage: 'fragment',
  390. code: "#version 300 es\nprecision highp float;\nvoid main() {}"
  391. };
  392. this.createProgram( fragmentProgram );
  393. const { computeProgram } = computePipeline;
  394. const programGPU = gl.createProgram();
  395. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  396. const vertexShader = this.get( computeProgram ).shaderGPU;
  397. const transforms = computeProgram.transforms;
  398. const transformVaryingNames = [];
  399. const transformAttributeNodes = [];
  400. for ( let i = 0; i < transforms.length; i ++ ) {
  401. const transform = transforms[ i ];
  402. transformVaryingNames.push( transform.varyingName );
  403. transformAttributeNodes.push( transform.attributeNode );
  404. }
  405. gl.attachShader( programGPU, fragmentShader );
  406. gl.attachShader( programGPU, vertexShader );
  407. gl.transformFeedbackVaryings(
  408. programGPU,
  409. transformVaryingNames,
  410. gl.SEPARATE_ATTRIBS,
  411. );
  412. gl.linkProgram( programGPU );
  413. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  414. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  415. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  416. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  417. }
  418. gl.useProgram( programGPU );
  419. // Bindings
  420. this.createBindings( bindings );
  421. this._setupBindings( bindings, programGPU );
  422. const attributeNodes = computeProgram.attributes;
  423. const attributes = [];
  424. const transformBuffers = [];
  425. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  426. const attribute = attributeNodes[ i ].node.attribute;
  427. attributes.push( attribute );
  428. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  429. }
  430. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  431. const attribute = transformAttributeNodes[ i ].attribute;
  432. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  433. const attributeData = this.get( attribute );
  434. transformBuffers.push( attributeData );
  435. }
  436. //
  437. this.set( computePipeline, {
  438. programGPU,
  439. transformBuffers,
  440. attributes
  441. } );
  442. }
  443. createBindings( bindings ) {
  444. this.updateBindings( bindings );
  445. }
  446. updateBindings( bindings ) {
  447. const { gl } = this;
  448. let groupIndex = 0;
  449. let textureIndex = 0;
  450. for ( const binding of bindings ) {
  451. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  452. const bufferGPU = gl.createBuffer();
  453. const data = binding.buffer;
  454. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  455. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  456. gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  457. this.set( binding, {
  458. index: groupIndex ++,
  459. bufferGPU
  460. } );
  461. } else if ( binding.isSampledTexture ) {
  462. const { textureGPU, glTextureType } = this.get( binding.texture );
  463. this.set( binding, {
  464. index: textureIndex ++,
  465. textureGPU,
  466. glTextureType
  467. } );
  468. }
  469. }
  470. }
  471. updateBinding( binding ) {
  472. const gl = this.gl;
  473. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  474. const bindingData = this.get( binding );
  475. const bufferGPU = bindingData.bufferGPU;
  476. const data = binding.buffer;
  477. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  478. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  479. }
  480. }
  481. // attributes
  482. createIndexAttribute( attribute ) {
  483. const gl = this.gl;
  484. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  485. }
  486. createAttribute( attribute ) {
  487. if ( this.has( attribute ) ) return;
  488. const gl = this.gl;
  489. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  490. }
  491. createStorageAttribute( attribute ) {
  492. //console.warn( 'Abstract class.' );
  493. }
  494. updateAttribute( attribute ) {
  495. this.attributeUtils.updateAttribute( attribute );
  496. }
  497. destroyAttribute( attribute ) {
  498. this.attributeUtils.destroyAttribute( attribute );
  499. }
  500. updateSize() {
  501. //console.warn( 'Abstract class.' );
  502. }
  503. async hasFeatureAsync( name ) {
  504. return this.hasFeature( name );
  505. }
  506. hasFeature( name ) {
  507. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  508. const extensions = this.extensions;
  509. for ( let i = 0; i < keysMatching.length; i ++ ) {
  510. if ( extensions.has( keysMatching[ i ] ) ) return true;
  511. }
  512. return false;
  513. }
  514. getMaxAnisotropy() {
  515. return this.capabilities.getMaxAnisotropy();
  516. }
  517. copyFramebufferToTexture( texture, renderContext ) {
  518. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  519. }
  520. _setFramebuffer( renderContext ) {
  521. const { gl, state } = this;
  522. let currentFrameBuffer = null;
  523. if ( renderContext.textures !== null ) {
  524. const renderTarget = renderContext.renderTarget;
  525. const renderTargetContextData = this.get( renderTarget );
  526. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  527. const cubeFace = this.renderer._activeCubeFace;
  528. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  529. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  530. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  531. let fb;
  532. if ( isCube ) {
  533. if ( renderTargetContextData.cubeFramebuffers === undefined ) {
  534. renderTargetContextData.cubeFramebuffers = [];
  535. }
  536. fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
  537. } else {
  538. fb = renderTargetContextData.framebuffer;
  539. }
  540. if ( fb === undefined ) {
  541. fb = gl.createFramebuffer();
  542. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  543. const textures = renderContext.textures;
  544. if ( isCube ) {
  545. renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
  546. const { textureGPU } = this.get( textures[ 0 ] );
  547. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  548. } else {
  549. for ( let i = 0; i < textures.length; i ++ ) {
  550. const texture = textures[ i ];
  551. const textureData = this.get( texture );
  552. textureData.renderTarget = renderContext.renderTarget;
  553. const attachment = gl.COLOR_ATTACHMENT0 + i;
  554. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  555. }
  556. renderTargetContextData.framebuffer = fb;
  557. state.drawBuffers( renderContext, fb );
  558. }
  559. if ( renderContext.depthTexture !== null ) {
  560. const textureData = this.get( renderContext.depthTexture );
  561. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  562. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  563. }
  564. }
  565. if ( samples > 0 ) {
  566. if ( msaaFb === undefined ) {
  567. const invalidationArray = [];
  568. msaaFb = gl.createFramebuffer();
  569. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  570. const msaaRenderbuffers = [];
  571. const textures = renderContext.textures;
  572. for ( let i = 0; i < textures.length; i ++ ) {
  573. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  574. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  575. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  576. if ( depthBuffer ) {
  577. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  578. invalidationArray.push( depthStyle );
  579. }
  580. const texture = renderContext.textures[ i ];
  581. const textureData = this.get( texture );
  582. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
  583. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  584. }
  585. renderTargetContextData.msaaFrameBuffer = msaaFb;
  586. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  587. if ( depthRenderbuffer === undefined ) {
  588. depthRenderbuffer = gl.createRenderbuffer();
  589. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
  590. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  591. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  592. invalidationArray.push( depthStyle );
  593. }
  594. renderTargetContextData.invalidationArray = invalidationArray;
  595. }
  596. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  597. } else {
  598. currentFrameBuffer = fb;
  599. }
  600. }
  601. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  602. }
  603. _getVaoKey( index, attributes ) {
  604. let key = [];
  605. if ( index !== null ) {
  606. const indexData = this.get( index );
  607. key += ':' + indexData.id;
  608. }
  609. for ( let i = 0; i < attributes.length; i ++ ) {
  610. const attributeData = this.get( attributes[ i ] );
  611. key += ':' + attributeData.id;
  612. }
  613. return key;
  614. }
  615. _createVao( index, attributes ) {
  616. const { gl } = this;
  617. const vaoGPU = gl.createVertexArray();
  618. let key = '';
  619. let staticVao = true;
  620. gl.bindVertexArray( vaoGPU );
  621. if ( index !== null ) {
  622. const indexData = this.get( index );
  623. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  624. key += ':' + indexData.id;
  625. }
  626. for ( let i = 0; i < attributes.length; i ++ ) {
  627. const attribute = attributes[ i ];
  628. const attributeData = this.get( attribute );
  629. key += ':' + attributeData.id;
  630. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  631. gl.enableVertexAttribArray( i );
  632. if ( attribute.isStorageBufferAttribute ) staticVao = false;
  633. let stride, offset;
  634. if ( attribute.isInterleavedBufferAttribute === true ) {
  635. stride = attribute.data.stride * attributeData.bytesPerElement;
  636. offset = attribute.offset * attributeData.bytesPerElement;
  637. } else {
  638. stride = 0;
  639. offset = 0;
  640. }
  641. if ( attributeData.isInteger ) {
  642. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  643. } else {
  644. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  645. }
  646. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  647. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  648. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  649. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  650. }
  651. }
  652. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  653. this.vaoCache[ key ] = vaoGPU;
  654. return { vaoGPU, staticVao };
  655. }
  656. _getTransformFeedback( transformBuffers ) {
  657. let key = '';
  658. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  659. key += ':' + transformBuffers[ i ].id;
  660. }
  661. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  662. if ( transformFeedbackGPU !== undefined ) {
  663. return transformFeedbackGPU;
  664. }
  665. const gl = this.gl;
  666. transformFeedbackGPU = gl.createTransformFeedback();
  667. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  668. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  669. const attributeData = transformBuffers[ i ];
  670. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  671. }
  672. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  673. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  674. return transformFeedbackGPU;
  675. }
  676. _setupBindings( bindings, programGPU ) {
  677. const gl = this.gl;
  678. for ( const binding of bindings ) {
  679. const bindingData = this.get( binding );
  680. const index = bindingData.index;
  681. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  682. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  683. gl.uniformBlockBinding( programGPU, location, index );
  684. } else if ( binding.isSampledTexture ) {
  685. const location = gl.getUniformLocation( programGPU, binding.name );
  686. gl.uniform1i( location, index );
  687. }
  688. }
  689. }
  690. _bindUniforms( bindings ) {
  691. const { gl, state } = this;
  692. for ( const binding of bindings ) {
  693. const bindingData = this.get( binding );
  694. const index = bindingData.index;
  695. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  696. gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  697. } else if ( binding.isSampledTexture ) {
  698. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  699. }
  700. }
  701. }
  702. }
  703. export default WebGLBackend;