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- import {
- REVISION,
- BackSide,
- FrontSide,
- DoubleSide,
- HalfFloatType,
- UnsignedByteType,
- NoToneMapping,
- LinearMipmapLinearFilter,
- SRGBColorSpace,
- LinearSRGBColorSpace,
- RGBAIntegerFormat,
- RGIntegerFormat,
- RedIntegerFormat,
- UnsignedIntType,
- UnsignedShortType,
- UnsignedInt248Type,
- UnsignedShort4444Type,
- UnsignedShort5551Type,
- WebGLCoordinateSystem,
- DisplayP3ColorSpace,
- LinearDisplayP3ColorSpace
- } from '../constants.js';
- import { Color } from '../math/Color.js';
- import { Frustum } from '../math/Frustum.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { Vector3 } from '../math/Vector3.js';
- import { Vector4 } from '../math/Vector4.js';
- import { WebGLAnimation } from './webgl/WebGLAnimation.js';
- import { WebGLAttributes } from './webgl/WebGLAttributes.js';
- import { WebGLBackground } from './webgl/WebGLBackground.js';
- import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
- import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
- import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
- import { WebGLClipping } from './webgl/WebGLClipping.js';
- import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
- import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
- import { WebGLExtensions } from './webgl/WebGLExtensions.js';
- import { WebGLGeometries } from './webgl/WebGLGeometries.js';
- import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
- import { WebGLInfo } from './webgl/WebGLInfo.js';
- import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
- import { WebGLObjects } from './webgl/WebGLObjects.js';
- import { WebGLPrograms } from './webgl/WebGLPrograms.js';
- import { WebGLProperties } from './webgl/WebGLProperties.js';
- import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
- import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
- import { WebGLRenderTarget } from './WebGLRenderTarget.js';
- import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
- import { WebGLState } from './webgl/WebGLState.js';
- import { WebGLTextures } from './webgl/WebGLTextures.js';
- import { WebGLUniforms } from './webgl/WebGLUniforms.js';
- import { WebGLUtils } from './webgl/WebGLUtils.js';
- import { WebXRManager } from './webxr/WebXRManager.js';
- import { WebGLMaterials } from './webgl/WebGLMaterials.js';
- import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
- import { createCanvasElement, probeAsync } from '../utils.js';
- import { ColorManagement } from '../math/ColorManagement.js';
- class WebGLRenderer {
- constructor( parameters = {} ) {
- const {
- canvas = createCanvasElement(),
- context = null,
- depth = true,
- stencil = false,
- alpha = false,
- antialias = false,
- premultipliedAlpha = true,
- preserveDrawingBuffer = false,
- powerPreference = 'default',
- failIfMajorPerformanceCaveat = false,
- } = parameters;
- this.isWebGLRenderer = true;
- let _alpha;
- if ( context !== null ) {
- if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {
- throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );
- }
- _alpha = context.getContextAttributes().alpha;
- } else {
- _alpha = alpha;
- }
- const uintClearColor = new Uint32Array( 4 );
- const intClearColor = new Int32Array( 4 );
- let currentRenderList = null;
- let currentRenderState = null;
- // render() can be called from within a callback triggered by another render.
- // We track this so that the nested render call gets its list and state isolated from the parent render call.
- const renderListStack = [];
- const renderStateStack = [];
- // public properties
- this.domElement = canvas;
- // Debug configuration container
- this.debug = {
- /**
- * Enables error checking and reporting when shader programs are being compiled
- * @type {boolean}
- */
- checkShaderErrors: true,
- /**
- * Callback for custom error reporting.
- * @type {?Function}
- */
- onShaderError: null
- };
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- // user-defined clipping
- this.clippingPlanes = [];
- this.localClippingEnabled = false;
- // physically based shading
- this._outputColorSpace = SRGBColorSpace;
- // physical lights
- this._useLegacyLights = false;
- // tone mapping
- this.toneMapping = NoToneMapping;
- this.toneMappingExposure = 1.0;
- // internal properties
- const _this = this;
- let _isContextLost = false;
- // internal state cache
- let _currentActiveCubeFace = 0;
- let _currentActiveMipmapLevel = 0;
- let _currentRenderTarget = null;
- let _currentMaterialId = - 1;
- let _currentCamera = null;
- const _currentViewport = new Vector4();
- const _currentScissor = new Vector4();
- let _currentScissorTest = null;
- const _currentClearColor = new Color( 0x000000 );
- let _currentClearAlpha = 0;
- //
- let _width = canvas.width;
- let _height = canvas.height;
- let _pixelRatio = 1;
- let _opaqueSort = null;
- let _transparentSort = null;
- const _viewport = new Vector4( 0, 0, _width, _height );
- const _scissor = new Vector4( 0, 0, _width, _height );
- let _scissorTest = false;
- // frustum
- const _frustum = new Frustum();
- // clipping
- let _clippingEnabled = false;
- let _localClippingEnabled = false;
- // camera matrices cache
- const _projScreenMatrix = new Matrix4();
- const _vector3 = new Vector3();
- const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
- let _renderBackground = false;
- function getTargetPixelRatio() {
- return _currentRenderTarget === null ? _pixelRatio : 1;
- }
- // initialize
- let _gl = context;
- function getContext( contextName, contextAttributes ) {
- return canvas.getContext( contextName, contextAttributes );
- }
- try {
- const contextAttributes = {
- alpha: true,
- depth,
- stencil,
- antialias,
- premultipliedAlpha,
- preserveDrawingBuffer,
- powerPreference,
- failIfMajorPerformanceCaveat,
- };
- // OffscreenCanvas does not have setAttribute, see #22811
- if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
- // event listeners must be registered before WebGL context is created, see #12753
- canvas.addEventListener( 'webglcontextlost', onContextLost, false );
- canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
- canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
- if ( _gl === null ) {
- const contextName = 'webgl2';
- _gl = getContext( contextName, contextAttributes );
- if ( _gl === null ) {
- if ( getContext( contextName ) ) {
- throw new Error( 'Error creating WebGL context with your selected attributes.' );
- } else {
- throw new Error( 'Error creating WebGL context.' );
- }
- }
- }
- } catch ( error ) {
- console.error( 'THREE.WebGLRenderer: ' + error.message );
- throw error;
- }
- let extensions, capabilities, state, info;
- let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
- let programCache, materials, renderLists, renderStates, clipping, shadowMap;
- let background, morphtargets, bufferRenderer, indexedBufferRenderer;
- let utils, bindingStates, uniformsGroups;
- function initGLContext() {
- extensions = new WebGLExtensions( _gl );
- extensions.init();
- utils = new WebGLUtils( _gl, extensions );
- capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils );
- state = new WebGLState( _gl );
- info = new WebGLInfo( _gl );
- properties = new WebGLProperties();
- textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
- cubemaps = new WebGLCubeMaps( _this );
- cubeuvmaps = new WebGLCubeUVMaps( _this );
- attributes = new WebGLAttributes( _gl );
- bindingStates = new WebGLBindingStates( _gl, attributes );
- geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
- objects = new WebGLObjects( _gl, geometries, attributes, info );
- morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
- clipping = new WebGLClipping( properties );
- programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
- materials = new WebGLMaterials( _this, properties );
- renderLists = new WebGLRenderLists();
- renderStates = new WebGLRenderStates( extensions );
- background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
- shadowMap = new WebGLShadowMap( _this, objects, capabilities );
- uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
- bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
- indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
- info.programs = programCache.programs;
- _this.capabilities = capabilities;
- _this.extensions = extensions;
- _this.properties = properties;
- _this.renderLists = renderLists;
- _this.shadowMap = shadowMap;
- _this.state = state;
- _this.info = info;
- }
- initGLContext();
- // xr
- const xr = new WebXRManager( _this, _gl );
- this.xr = xr;
- // API
- this.getContext = function () {
- return _gl;
- };
- this.getContextAttributes = function () {
- return _gl.getContextAttributes();
- };
- this.forceContextLoss = function () {
- const extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.loseContext();
- };
- this.forceContextRestore = function () {
- const extension = extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.restoreContext();
- };
- this.getPixelRatio = function () {
- return _pixelRatio;
- };
- this.setPixelRatio = function ( value ) {
- if ( value === undefined ) return;
- _pixelRatio = value;
- this.setSize( _width, _height, false );
- };
- this.getSize = function ( target ) {
- return target.set( _width, _height );
- };
- this.setSize = function ( width, height, updateStyle = true ) {
- if ( xr.isPresenting ) {
- console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
- return;
- }
- _width = width;
- _height = height;
- canvas.width = Math.floor( width * _pixelRatio );
- canvas.height = Math.floor( height * _pixelRatio );
- if ( updateStyle === true ) {
- canvas.style.width = width + 'px';
- canvas.style.height = height + 'px';
- }
- this.setViewport( 0, 0, width, height );
- };
- this.getDrawingBufferSize = function ( target ) {
- return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
- };
- this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
- _width = width;
- _height = height;
- _pixelRatio = pixelRatio;
- canvas.width = Math.floor( width * pixelRatio );
- canvas.height = Math.floor( height * pixelRatio );
- this.setViewport( 0, 0, width, height );
- };
- this.getCurrentViewport = function ( target ) {
- return target.copy( _currentViewport );
- };
- this.getViewport = function ( target ) {
- return target.copy( _viewport );
- };
- this.setViewport = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _viewport.set( x.x, x.y, x.z, x.w );
- } else {
- _viewport.set( x, y, width, height );
- }
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );
- };
- this.getScissor = function ( target ) {
- return target.copy( _scissor );
- };
- this.setScissor = function ( x, y, width, height ) {
- if ( x.isVector4 ) {
- _scissor.set( x.x, x.y, x.z, x.w );
- } else {
- _scissor.set( x, y, width, height );
- }
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );
- };
- this.getScissorTest = function () {
- return _scissorTest;
- };
- this.setScissorTest = function ( boolean ) {
- state.setScissorTest( _scissorTest = boolean );
- };
- this.setOpaqueSort = function ( method ) {
- _opaqueSort = method;
- };
- this.setTransparentSort = function ( method ) {
- _transparentSort = method;
- };
- // Clearing
- this.getClearColor = function ( target ) {
- return target.copy( background.getClearColor() );
- };
- this.setClearColor = function () {
- background.setClearColor.apply( background, arguments );
- };
- this.getClearAlpha = function () {
- return background.getClearAlpha();
- };
- this.setClearAlpha = function () {
- background.setClearAlpha.apply( background, arguments );
- };
- this.clear = function ( color = true, depth = true, stencil = true ) {
- let bits = 0;
- if ( color ) {
- // check if we're trying to clear an integer target
- let isIntegerFormat = false;
- if ( _currentRenderTarget !== null ) {
- const targetFormat = _currentRenderTarget.texture.format;
- isIntegerFormat = targetFormat === RGBAIntegerFormat ||
- targetFormat === RGIntegerFormat ||
- targetFormat === RedIntegerFormat;
- }
- // use the appropriate clear functions to clear the target if it's a signed
- // or unsigned integer target
- if ( isIntegerFormat ) {
- const targetType = _currentRenderTarget.texture.type;
- const isUnsignedType = targetType === UnsignedByteType ||
- targetType === UnsignedIntType ||
- targetType === UnsignedShortType ||
- targetType === UnsignedInt248Type ||
- targetType === UnsignedShort4444Type ||
- targetType === UnsignedShort5551Type;
- const clearColor = background.getClearColor();
- const a = background.getClearAlpha();
- const r = clearColor.r;
- const g = clearColor.g;
- const b = clearColor.b;
- if ( isUnsignedType ) {
- uintClearColor[ 0 ] = r;
- uintClearColor[ 1 ] = g;
- uintClearColor[ 2 ] = b;
- uintClearColor[ 3 ] = a;
- _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
- } else {
- intClearColor[ 0 ] = r;
- intClearColor[ 1 ] = g;
- intClearColor[ 2 ] = b;
- intClearColor[ 3 ] = a;
- _gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
- }
- } else {
- bits |= _gl.COLOR_BUFFER_BIT;
- }
- }
- if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil ) {
- bits |= _gl.STENCIL_BUFFER_BIT;
- this.state.buffers.stencil.setMask( 0xffffffff );
- }
- _gl.clear( bits );
- };
- this.clearColor = function () {
- this.clear( true, false, false );
- };
- this.clearDepth = function () {
- this.clear( false, true, false );
- };
- this.clearStencil = function () {
- this.clear( false, false, true );
- };
- //
- this.dispose = function () {
- canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
- canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
- canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
- renderLists.dispose();
- renderStates.dispose();
- properties.dispose();
- cubemaps.dispose();
- cubeuvmaps.dispose();
- objects.dispose();
- bindingStates.dispose();
- uniformsGroups.dispose();
- programCache.dispose();
- xr.dispose();
- xr.removeEventListener( 'sessionstart', onXRSessionStart );
- xr.removeEventListener( 'sessionend', onXRSessionEnd );
- animation.stop();
- };
- // Events
- function onContextLost( event ) {
- event.preventDefault();
- console.log( 'THREE.WebGLRenderer: Context Lost.' );
- _isContextLost = true;
- }
- function onContextRestore( /* event */ ) {
- console.log( 'THREE.WebGLRenderer: Context Restored.' );
- _isContextLost = false;
- const infoAutoReset = info.autoReset;
- const shadowMapEnabled = shadowMap.enabled;
- const shadowMapAutoUpdate = shadowMap.autoUpdate;
- const shadowMapNeedsUpdate = shadowMap.needsUpdate;
- const shadowMapType = shadowMap.type;
- initGLContext();
- info.autoReset = infoAutoReset;
- shadowMap.enabled = shadowMapEnabled;
- shadowMap.autoUpdate = shadowMapAutoUpdate;
- shadowMap.needsUpdate = shadowMapNeedsUpdate;
- shadowMap.type = shadowMapType;
- }
- function onContextCreationError( event ) {
- console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
- }
- function onMaterialDispose( event ) {
- const material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- deallocateMaterial( material );
- }
- // Buffer deallocation
- function deallocateMaterial( material ) {
- releaseMaterialProgramReferences( material );
- properties.remove( material );
- }
- function releaseMaterialProgramReferences( material ) {
- const programs = properties.get( material ).programs;
- if ( programs !== undefined ) {
- programs.forEach( function ( program ) {
- programCache.releaseProgram( program );
- } );
- if ( material.isShaderMaterial ) {
- programCache.releaseShaderCache( material );
- }
- }
- }
- // Buffer rendering
- this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
- if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
- const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
- const program = setProgram( camera, scene, geometry, material, object );
- state.setMaterial( material, frontFaceCW );
- //
- let index = geometry.index;
- let rangeFactor = 1;
- if ( material.wireframe === true ) {
- index = geometries.getWireframeAttribute( geometry );
- if ( index === undefined ) return;
- rangeFactor = 2;
- }
- //
- const drawRange = geometry.drawRange;
- const position = geometry.attributes.position;
- let drawStart = drawRange.start * rangeFactor;
- let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
- if ( group !== null ) {
- drawStart = Math.max( drawStart, group.start * rangeFactor );
- drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
- }
- if ( index !== null ) {
- drawStart = Math.max( drawStart, 0 );
- drawEnd = Math.min( drawEnd, index.count );
- } else if ( position !== undefined && position !== null ) {
- drawStart = Math.max( drawStart, 0 );
- drawEnd = Math.min( drawEnd, position.count );
- }
- const drawCount = drawEnd - drawStart;
- if ( drawCount < 0 || drawCount === Infinity ) return;
- //
- bindingStates.setup( object, material, program, geometry, index );
- let attribute;
- let renderer = bufferRenderer;
- if ( index !== null ) {
- attribute = attributes.get( index );
- renderer = indexedBufferRenderer;
- renderer.setIndex( attribute );
- }
- //
- if ( object.isMesh ) {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
- renderer.setMode( _gl.LINES );
- } else {
- renderer.setMode( _gl.TRIANGLES );
- }
- } else if ( object.isLine ) {
- let lineWidth = material.linewidth;
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
- if ( object.isLineSegments ) {
- renderer.setMode( _gl.LINES );
- } else if ( object.isLineLoop ) {
- renderer.setMode( _gl.LINE_LOOP );
- } else {
- renderer.setMode( _gl.LINE_STRIP );
- }
- } else if ( object.isPoints ) {
- renderer.setMode( _gl.POINTS );
- } else if ( object.isSprite ) {
- renderer.setMode( _gl.TRIANGLES );
- }
- if ( object.isBatchedMesh ) {
- if ( object._multiDrawInstances !== null ) {
- renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
- } else {
- renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
- }
- } else if ( object.isInstancedMesh ) {
- renderer.renderInstances( drawStart, drawCount, object.count );
- } else if ( geometry.isInstancedBufferGeometry ) {
- const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
- const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
- renderer.renderInstances( drawStart, drawCount, instanceCount );
- } else {
- renderer.render( drawStart, drawCount );
- }
- };
- // Compile
- function prepareMaterial( material, scene, object ) {
- if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
- material.side = BackSide;
- material.needsUpdate = true;
- getProgram( material, scene, object );
- material.side = FrontSide;
- material.needsUpdate = true;
- getProgram( material, scene, object );
- material.side = DoubleSide;
- } else {
- getProgram( material, scene, object );
- }
- }
- this.compile = function ( scene, camera, targetScene = null ) {
- if ( targetScene === null ) targetScene = scene;
- currentRenderState = renderStates.get( targetScene );
- currentRenderState.init( camera );
- renderStateStack.push( currentRenderState );
- // gather lights from both the target scene and the new object that will be added to the scene.
- targetScene.traverseVisible( function ( object ) {
- if ( object.isLight && object.layers.test( camera.layers ) ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- }
- } );
- if ( scene !== targetScene ) {
- scene.traverseVisible( function ( object ) {
- if ( object.isLight && object.layers.test( camera.layers ) ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- }
- } );
- }
- currentRenderState.setupLights( _this._useLegacyLights );
- // Only initialize materials in the new scene, not the targetScene.
- const materials = new Set();
- scene.traverse( function ( object ) {
- const material = object.material;
- if ( material ) {
- if ( Array.isArray( material ) ) {
- for ( let i = 0; i < material.length; i ++ ) {
- const material2 = material[ i ];
- prepareMaterial( material2, targetScene, object );
- materials.add( material2 );
- }
- } else {
- prepareMaterial( material, targetScene, object );
- materials.add( material );
- }
- }
- } );
- renderStateStack.pop();
- currentRenderState = null;
- return materials;
- };
- // compileAsync
- this.compileAsync = function ( scene, camera, targetScene = null ) {
- const materials = this.compile( scene, camera, targetScene );
- // Wait for all the materials in the new object to indicate that they're
- // ready to be used before resolving the promise.
- return new Promise( ( resolve ) => {
- function checkMaterialsReady() {
- materials.forEach( function ( material ) {
- const materialProperties = properties.get( material );
- const program = materialProperties.currentProgram;
- if ( program.isReady() ) {
- // remove any programs that report they're ready to use from the list
- materials.delete( material );
- }
- } );
- // once the list of compiling materials is empty, call the callback
- if ( materials.size === 0 ) {
- resolve( scene );
- return;
- }
- // if some materials are still not ready, wait a bit and check again
- setTimeout( checkMaterialsReady, 10 );
- }
- if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
- // If we can check the compilation status of the materials without
- // blocking then do so right away.
- checkMaterialsReady();
- } else {
- // Otherwise start by waiting a bit to give the materials we just
- // initialized a chance to finish.
- setTimeout( checkMaterialsReady, 10 );
- }
- } );
- };
- // Animation Loop
- let onAnimationFrameCallback = null;
- function onAnimationFrame( time ) {
- if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
- }
- function onXRSessionStart() {
- animation.stop();
- }
- function onXRSessionEnd() {
- animation.start();
- }
- const animation = new WebGLAnimation();
- animation.setAnimationLoop( onAnimationFrame );
- if ( typeof self !== 'undefined' ) animation.setContext( self );
- this.setAnimationLoop = function ( callback ) {
- onAnimationFrameCallback = callback;
- xr.setAnimationLoop( callback );
- ( callback === null ) ? animation.stop() : animation.start();
- };
- xr.addEventListener( 'sessionstart', onXRSessionStart );
- xr.addEventListener( 'sessionend', onXRSessionEnd );
- // Rendering
- this.render = function ( scene, camera ) {
- if ( camera !== undefined && camera.isCamera !== true ) {
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- if ( _isContextLost === true ) return;
- // update scene graph
- if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
- if ( xr.enabled === true && xr.isPresenting === true ) {
- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
- camera = xr.getCamera(); // use XR camera for rendering
- }
- //
- if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
- currentRenderState = renderStates.get( scene, renderStateStack.length );
- currentRenderState.init( camera );
- renderStateStack.push( currentRenderState );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromProjectionMatrix( _projScreenMatrix );
- _localClippingEnabled = this.localClippingEnabled;
- _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
- currentRenderList = renderLists.get( scene, renderListStack.length );
- currentRenderList.init();
- renderListStack.push( currentRenderList );
- projectObject( scene, camera, 0, _this.sortObjects );
- currentRenderList.finish();
- if ( _this.sortObjects === true ) {
- currentRenderList.sort( _opaqueSort, _transparentSort );
- }
- _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
- if ( _renderBackground ) {
- background.addToRenderList( currentRenderList, scene );
- }
- //
- this.info.render.frame ++;
- if ( _clippingEnabled === true ) clipping.beginShadows();
- const shadowsArray = currentRenderState.state.shadowsArray;
- shadowMap.render( shadowsArray, scene, camera );
- if ( _clippingEnabled === true ) clipping.endShadows();
- //
- if ( this.info.autoReset === true ) this.info.reset();
- // render scene
- const opaqueObjects = currentRenderList.opaque;
- const transmissiveObjects = currentRenderList.transmissive;
- currentRenderState.setupLights( _this._useLegacyLights );
- if ( camera.isArrayCamera ) {
- const cameras = camera.cameras;
- if ( transmissiveObjects.length > 0 ) {
- for ( let i = 0, l = cameras.length; i < l; i ++ ) {
- const camera2 = cameras[ i ];
- renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );
- }
- }
- if ( _renderBackground ) background.render( scene );
- for ( let i = 0, l = cameras.length; i < l; i ++ ) {
- const camera2 = cameras[ i ];
- renderScene( currentRenderList, scene, camera2, camera2.viewport );
- }
- } else {
- if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
- if ( _renderBackground ) background.render( scene );
- renderScene( currentRenderList, scene, camera );
- }
- //
- if ( _currentRenderTarget !== null ) {
- // resolve multisample renderbuffers to a single-sample texture if necessary
- textures.updateMultisampleRenderTarget( _currentRenderTarget );
- // Generate mipmap if we're using any kind of mipmap filtering
- textures.updateRenderTargetMipmap( _currentRenderTarget );
- }
- //
- if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
- // _gl.finish();
- bindingStates.resetDefaultState();
- _currentMaterialId = - 1;
- _currentCamera = null;
- renderStateStack.pop();
- if ( renderStateStack.length > 0 ) {
- currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
- if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );
- } else {
- currentRenderState = null;
- }
- renderListStack.pop();
- if ( renderListStack.length > 0 ) {
- currentRenderList = renderListStack[ renderListStack.length - 1 ];
- } else {
- currentRenderList = null;
- }
- };
- function projectObject( object, camera, groupOrder, sortObjects ) {
- if ( object.visible === false ) return;
- const visible = object.layers.test( camera.layers );
- if ( visible ) {
- if ( object.isGroup ) {
- groupOrder = object.renderOrder;
- } else if ( object.isLOD ) {
- if ( object.autoUpdate === true ) object.update( camera );
- } else if ( object.isLight ) {
- currentRenderState.pushLight( object );
- if ( object.castShadow ) {
- currentRenderState.pushShadow( object );
- }
- } else if ( object.isSprite ) {
- if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
- if ( sortObjects ) {
- _vector3.setFromMatrixPosition( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- const geometry = objects.update( object );
- const material = object.material;
- if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
- if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
- const geometry = objects.update( object );
- const material = object.material;
- if ( sortObjects ) {
- if ( object.boundingSphere !== undefined ) {
- if ( object.boundingSphere === null ) object.computeBoundingSphere();
- _vector3.copy( object.boundingSphere.center );
- } else {
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _vector3.copy( geometry.boundingSphere.center );
- }
- _vector3
- .applyMatrix4( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- if ( Array.isArray( material ) ) {
- const groups = geometry.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- if ( groupMaterial && groupMaterial.visible ) {
- currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
- }
- }
- } else if ( material.visible ) {
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
- }
- }
- }
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera, groupOrder, sortObjects );
- }
- }
- function renderScene( currentRenderList, scene, camera, viewport ) {
- const opaqueObjects = currentRenderList.opaque;
- const transmissiveObjects = currentRenderList.transmissive;
- const transparentObjects = currentRenderList.transparent;
- currentRenderState.setupLightsView( camera );
- if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
- if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
- if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
- if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
- if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- state.buffers.depth.setTest( true );
- state.buffers.depth.setMask( true );
- state.buffers.color.setMask( true );
- state.setPolygonOffset( false );
- }
- function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
- const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
- if ( overrideMaterial !== null ) {
- return;
- }
- if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {
- currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {
- generateMipmaps: true,
- type: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,
- minFilter: LinearMipmapLinearFilter,
- samples: 4,
- stencilBuffer: stencil,
- resolveDepthBuffer: false,
- resolveStencilBuffer: false,
- colorSpace: ColorManagement.workingColorSpace,
- } );
- // debug
- /*
- const geometry = new PlaneGeometry();
- const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
- const mesh = new Mesh( geometry, material );
- scene.add( mesh );
- */
- }
- const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];
- const activeViewport = camera.viewport || _currentViewport;
- transmissionRenderTarget.setSize( activeViewport.z, activeViewport.w );
- //
- const currentRenderTarget = _this.getRenderTarget();
- _this.setRenderTarget( transmissionRenderTarget );
- _this.getClearColor( _currentClearColor );
- _currentClearAlpha = _this.getClearAlpha();
- if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
- if ( _renderBackground ) {
- background.render( scene );
- } else {
- _this.clear();
- }
- // Turn off the features which can affect the frag color for opaque objects pass.
- // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
- const currentToneMapping = _this.toneMapping;
- _this.toneMapping = NoToneMapping;
- // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).
- // Transmission render pass requires viewport to match the transmissionRenderTarget.
- const currentCameraViewport = camera.viewport;
- if ( camera.viewport !== undefined ) camera.viewport = undefined;
- currentRenderState.setupLightsView( camera );
- if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
- renderObjects( opaqueObjects, scene, camera );
- textures.updateMultisampleRenderTarget( transmissionRenderTarget );
- textures.updateRenderTargetMipmap( transmissionRenderTarget );
- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131
- let renderTargetNeedsUpdate = false;
- for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
- const renderItem = transmissiveObjects[ i ];
- const object = renderItem.object;
- const geometry = renderItem.geometry;
- const material = renderItem.material;
- const group = renderItem.group;
- if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
- const currentSide = material.side;
- material.side = BackSide;
- material.needsUpdate = true;
- renderObject( object, scene, camera, geometry, material, group );
- material.side = currentSide;
- material.needsUpdate = true;
- renderTargetNeedsUpdate = true;
- }
- }
- if ( renderTargetNeedsUpdate === true ) {
- textures.updateMultisampleRenderTarget( transmissionRenderTarget );
- textures.updateRenderTargetMipmap( transmissionRenderTarget );
- }
- }
- _this.setRenderTarget( currentRenderTarget );
- _this.setClearColor( _currentClearColor, _currentClearAlpha );
- if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;
- _this.toneMapping = currentToneMapping;
- }
- function renderObjects( renderList, scene, camera ) {
- const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
- for ( let i = 0, l = renderList.length; i < l; i ++ ) {
- const renderItem = renderList[ i ];
- const object = renderItem.object;
- const geometry = renderItem.geometry;
- const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
- const group = renderItem.group;
- if ( object.layers.test( camera.layers ) ) {
- renderObject( object, scene, camera, geometry, material, group );
- }
- }
- }
- function renderObject( object, scene, camera, geometry, material, group ) {
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- material.onBeforeRender( _this, scene, camera, geometry, object, group );
- if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
- material.side = BackSide;
- material.needsUpdate = true;
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
- material.side = FrontSide;
- material.needsUpdate = true;
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
- material.side = DoubleSide;
- } else {
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
- }
- object.onAfterRender( _this, scene, camera, geometry, material, group );
- }
- function getProgram( material, scene, object ) {
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
- const materialProperties = properties.get( material );
- const lights = currentRenderState.state.lights;
- const shadowsArray = currentRenderState.state.shadowsArray;
- const lightsStateVersion = lights.state.version;
- const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
- const programCacheKey = programCache.getProgramCacheKey( parameters );
- let programs = materialProperties.programs;
- // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
- materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
- materialProperties.fog = scene.fog;
- materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
- materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
- if ( programs === undefined ) {
- // new material
- material.addEventListener( 'dispose', onMaterialDispose );
- programs = new Map();
- materialProperties.programs = programs;
- }
- let program = programs.get( programCacheKey );
- if ( program !== undefined ) {
- // early out if program and light state is identical
- if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
- updateCommonMaterialProperties( material, parameters );
- return program;
- }
- } else {
- parameters.uniforms = programCache.getUniforms( material );
- material.onBuild( object, parameters, _this );
- material.onBeforeCompile( parameters, _this );
- program = programCache.acquireProgram( parameters, programCacheKey );
- programs.set( programCacheKey, program );
- materialProperties.uniforms = parameters.uniforms;
- }
- const uniforms = materialProperties.uniforms;
- if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
- uniforms.clippingPlanes = clipping.uniform;
- }
- updateCommonMaterialProperties( material, parameters );
- // store the light setup it was created for
- materialProperties.needsLights = materialNeedsLights( material );
- materialProperties.lightsStateVersion = lightsStateVersion;
- if ( materialProperties.needsLights ) {
- // wire up the material to this renderer's lighting state
- uniforms.ambientLightColor.value = lights.state.ambient;
- uniforms.lightProbe.value = lights.state.probe;
- uniforms.directionalLights.value = lights.state.directional;
- uniforms.directionalLightShadows.value = lights.state.directionalShadow;
- uniforms.spotLights.value = lights.state.spot;
- uniforms.spotLightShadows.value = lights.state.spotShadow;
- uniforms.rectAreaLights.value = lights.state.rectArea;
- uniforms.ltc_1.value = lights.state.rectAreaLTC1;
- uniforms.ltc_2.value = lights.state.rectAreaLTC2;
- uniforms.pointLights.value = lights.state.point;
- uniforms.pointLightShadows.value = lights.state.pointShadow;
- uniforms.hemisphereLights.value = lights.state.hemi;
- uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
- uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
- uniforms.spotShadowMap.value = lights.state.spotShadowMap;
- uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
- uniforms.spotLightMap.value = lights.state.spotLightMap;
- uniforms.pointShadowMap.value = lights.state.pointShadowMap;
- uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
- // TODO (abelnation): add area lights shadow info to uniforms
- }
- materialProperties.currentProgram = program;
- materialProperties.uniformsList = null;
- return program;
- }
- function getUniformList( materialProperties ) {
- if ( materialProperties.uniformsList === null ) {
- const progUniforms = materialProperties.currentProgram.getUniforms();
- materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
- }
- return materialProperties.uniformsList;
- }
- function updateCommonMaterialProperties( material, parameters ) {
- const materialProperties = properties.get( material );
- materialProperties.outputColorSpace = parameters.outputColorSpace;
- materialProperties.batching = parameters.batching;
- materialProperties.batchingColor = parameters.batchingColor;
- materialProperties.instancing = parameters.instancing;
- materialProperties.instancingColor = parameters.instancingColor;
- materialProperties.instancingMorph = parameters.instancingMorph;
- materialProperties.skinning = parameters.skinning;
- materialProperties.morphTargets = parameters.morphTargets;
- materialProperties.morphNormals = parameters.morphNormals;
- materialProperties.morphColors = parameters.morphColors;
- materialProperties.morphTargetsCount = parameters.morphTargetsCount;
- materialProperties.numClippingPlanes = parameters.numClippingPlanes;
- materialProperties.numIntersection = parameters.numClipIntersection;
- materialProperties.vertexAlphas = parameters.vertexAlphas;
- materialProperties.vertexTangents = parameters.vertexTangents;
- materialProperties.toneMapping = parameters.toneMapping;
- }
- function setProgram( camera, scene, geometry, material, object ) {
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
- textures.resetTextureUnits();
- const fog = scene.fog;
- const environment = material.isMeshStandardMaterial ? scene.environment : null;
- const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
- const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
- const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
- const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
- const morphTargets = !! geometry.morphAttributes.position;
- const morphNormals = !! geometry.morphAttributes.normal;
- const morphColors = !! geometry.morphAttributes.color;
- let toneMapping = NoToneMapping;
- if ( material.toneMapped ) {
- if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
- toneMapping = _this.toneMapping;
- }
- }
- const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
- const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
- const materialProperties = properties.get( material );
- const lights = currentRenderState.state.lights;
- if ( _clippingEnabled === true ) {
- if ( _localClippingEnabled === true || camera !== _currentCamera ) {
- const useCache =
- camera === _currentCamera &&
- material.id === _currentMaterialId;
- // we might want to call this function with some ClippingGroup
- // object instead of the material, once it becomes feasible
- // (#8465, #8379)
- clipping.setState( material, camera, useCache );
- }
- }
- //
- let needsProgramChange = false;
- if ( material.version === materialProperties.__version ) {
- if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
- needsProgramChange = true;
- } else if ( materialProperties.outputColorSpace !== colorSpace ) {
- needsProgramChange = true;
- } else if ( object.isBatchedMesh && materialProperties.batching === false ) {
- needsProgramChange = true;
- } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
- needsProgramChange = true;
- } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {
- needsProgramChange = true;
- } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {
- needsProgramChange = true;
- } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
- needsProgramChange = true;
- } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
- needsProgramChange = true;
- } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
- needsProgramChange = true;
- } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
- needsProgramChange = true;
- } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
- needsProgramChange = true;
- } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
- needsProgramChange = true;
- } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {
- needsProgramChange = true;
- } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {
- needsProgramChange = true;
- } else if ( materialProperties.envMap !== envMap ) {
- needsProgramChange = true;
- } else if ( material.fog === true && materialProperties.fog !== fog ) {
- needsProgramChange = true;
- } else if ( materialProperties.numClippingPlanes !== undefined &&
- ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
- materialProperties.numIntersection !== clipping.numIntersection ) ) {
- needsProgramChange = true;
- } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
- needsProgramChange = true;
- } else if ( materialProperties.vertexTangents !== vertexTangents ) {
- needsProgramChange = true;
- } else if ( materialProperties.morphTargets !== morphTargets ) {
- needsProgramChange = true;
- } else if ( materialProperties.morphNormals !== morphNormals ) {
- needsProgramChange = true;
- } else if ( materialProperties.morphColors !== morphColors ) {
- needsProgramChange = true;
- } else if ( materialProperties.toneMapping !== toneMapping ) {
- needsProgramChange = true;
- } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {
- needsProgramChange = true;
- }
- } else {
- needsProgramChange = true;
- materialProperties.__version = material.version;
- }
- //
- let program = materialProperties.currentProgram;
- if ( needsProgramChange === true ) {
- program = getProgram( material, scene, object );
- }
- let refreshProgram = false;
- let refreshMaterial = false;
- let refreshLights = false;
- const p_uniforms = program.getUniforms(),
- m_uniforms = materialProperties.uniforms;
- if ( state.useProgram( program.program ) ) {
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshProgram || _currentCamera !== camera ) {
- // common camera uniforms
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
- const uCamPos = p_uniforms.map.cameraPosition;
- if ( uCamPos !== undefined ) {
- uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
- }
- if ( capabilities.logarithmicDepthBuffer ) {
- p_uniforms.setValue( _gl, 'logDepthBufFC',
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
- }
- // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
- if ( material.isMeshPhongMaterial ||
- material.isMeshToonMaterial ||
- material.isMeshLambertMaterial ||
- material.isMeshBasicMaterial ||
- material.isMeshStandardMaterial ||
- material.isShaderMaterial ) {
- p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
- }
- if ( _currentCamera !== camera ) {
- _currentCamera = camera;
- // lighting uniforms depend on the camera so enforce an update
- // now, in case this material supports lights - or later, when
- // the next material that does gets activated:
- refreshMaterial = true; // set to true on material change
- refreshLights = true; // remains set until update done
- }
- }
- // skinning and morph target uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone and morph texture must go before other textures
- // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
- if ( object.isSkinnedMesh ) {
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
- const skeleton = object.skeleton;
- if ( skeleton ) {
- if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
- p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
- }
- }
- if ( object.isBatchedMesh ) {
- p_uniforms.setOptional( _gl, object, 'batchingTexture' );
- p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
- p_uniforms.setOptional( _gl, object, 'batchingColorTexture' );
- if ( object._colorsTexture !== null ) {
- p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures );
- }
- }
- const morphAttributes = geometry.morphAttributes;
- if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {
- morphtargets.update( object, geometry, program );
- }
- if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
- materialProperties.receiveShadow = object.receiveShadow;
- p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
- }
- // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
- if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
- m_uniforms.envMap.value = envMap;
- m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
- }
- if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {
- m_uniforms.envMapIntensity.value = scene.environmentIntensity;
- }
- if ( refreshMaterial ) {
- p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
- if ( materialProperties.needsLights ) {
- // the current material requires lighting info
- // note: all lighting uniforms are always set correctly
- // they simply reference the renderer's state for their
- // values
- //
- // use the current material's .needsUpdate flags to set
- // the GL state when required
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
- }
- // refresh uniforms common to several materials
- if ( fog && material.fog === true ) {
- materials.refreshFogUniforms( m_uniforms, fog );
- }
- materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );
- WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
- }
- if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
- WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
- material.uniformsNeedUpdate = false;
- }
- if ( material.isSpriteMaterial ) {
- p_uniforms.setValue( _gl, 'center', object.center );
- }
- // common matrices
- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
- // UBOs
- if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
- const groups = material.uniformsGroups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- uniformsGroups.update( group, program );
- uniformsGroups.bind( group, program );
- }
- }
- return program;
- }
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
- uniforms.ambientLightColor.needsUpdate = value;
- uniforms.lightProbe.needsUpdate = value;
- uniforms.directionalLights.needsUpdate = value;
- uniforms.directionalLightShadows.needsUpdate = value;
- uniforms.pointLights.needsUpdate = value;
- uniforms.pointLightShadows.needsUpdate = value;
- uniforms.spotLights.needsUpdate = value;
- uniforms.spotLightShadows.needsUpdate = value;
- uniforms.rectAreaLights.needsUpdate = value;
- uniforms.hemisphereLights.needsUpdate = value;
- }
- function materialNeedsLights( material ) {
- return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
- material.isMeshStandardMaterial || material.isShadowMaterial ||
- ( material.isShaderMaterial && material.lights === true );
- }
- this.getActiveCubeFace = function () {
- return _currentActiveCubeFace;
- };
- this.getActiveMipmapLevel = function () {
- return _currentActiveMipmapLevel;
- };
- this.getRenderTarget = function () {
- return _currentRenderTarget;
- };
- this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
- properties.get( renderTarget.texture ).__webglTexture = colorTexture;
- properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
- const renderTargetProperties = properties.get( renderTarget );
- renderTargetProperties.__hasExternalTextures = true;
- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
- // The multisample_render_to_texture extension doesn't work properly if there
- // are midframe flushes and an external depth buffer. Disable use of the extension.
- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
- console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
- renderTargetProperties.__useRenderToTexture = false;
- }
- }
- };
- this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
- const renderTargetProperties = properties.get( renderTarget );
- renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
- renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
- };
- this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
- _currentRenderTarget = renderTarget;
- _currentActiveCubeFace = activeCubeFace;
- _currentActiveMipmapLevel = activeMipmapLevel;
- let useDefaultFramebuffer = true;
- let framebuffer = null;
- let isCube = false;
- let isRenderTarget3D = false;
- if ( renderTarget ) {
- const renderTargetProperties = properties.get( renderTarget );
- if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
- // We need to make sure to rebind the framebuffer.
- state.bindFramebuffer( _gl.FRAMEBUFFER, null );
- useDefaultFramebuffer = false;
- } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
- textures.setupRenderTarget( renderTarget );
- } else if ( renderTargetProperties.__hasExternalTextures ) {
- // Color and depth texture must be rebound in order for the swapchain to update.
- textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
- }
- const texture = renderTarget.texture;
- if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
- isRenderTarget3D = true;
- }
- const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLCubeRenderTarget ) {
- if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
- framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
- } else {
- framebuffer = __webglFramebuffer[ activeCubeFace ];
- }
- isCube = true;
- } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
- framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
- } else {
- if ( Array.isArray( __webglFramebuffer ) ) {
- framebuffer = __webglFramebuffer[ activeMipmapLevel ];
- } else {
- framebuffer = __webglFramebuffer;
- }
- }
- _currentViewport.copy( renderTarget.viewport );
- _currentScissor.copy( renderTarget.scissor );
- _currentScissorTest = renderTarget.scissorTest;
- } else {
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
- _currentScissorTest = _scissorTest;
- }
- const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- if ( framebufferBound && useDefaultFramebuffer ) {
- state.drawBuffers( renderTarget, framebuffer );
- }
- state.viewport( _currentViewport );
- state.scissor( _currentScissor );
- state.setScissorTest( _currentScissorTest );
- if ( isCube ) {
- const textureProperties = properties.get( renderTarget.texture );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
- } else if ( isRenderTarget3D ) {
- const textureProperties = properties.get( renderTarget.texture );
- const layer = activeCubeFace || 0;
- _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
- }
- _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
- };
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
- if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
- }
- let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
- framebuffer = framebuffer[ activeCubeFaceIndex ];
- }
- if ( framebuffer ) {
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- try {
- const texture = renderTarget.texture;
- const textureFormat = texture.format;
- const textureType = texture.type;
- if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
- return;
- }
- if ( ! capabilities.textureTypeReadable( textureType ) ) {
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
- return;
- }
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
- _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
- }
- } finally {
- // restore framebuffer of current render target if necessary
- const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- }
- }
- };
- this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
- if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
- throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- }
- let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
- if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
- framebuffer = framebuffer[ activeCubeFaceIndex ];
- }
- if ( framebuffer ) {
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- try {
- const texture = renderTarget.texture;
- const textureFormat = texture.format;
- const textureType = texture.type;
- if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
- throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );
- }
- if ( ! capabilities.textureTypeReadable( textureType ) ) {
- throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );
- }
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
- const glBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
- _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );
- _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );
- _gl.flush();
- // check if the commands have finished every 8 ms
- const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
- await probeAsync( _gl, sync, 4 );
- try {
- _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
- _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );
- } finally {
- _gl.deleteBuffer( glBuffer );
- _gl.deleteSync( sync );
- }
- return buffer;
- }
- } finally {
- // restore framebuffer of current render target if necessary
- const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- }
- }
- };
- this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) {
- // support previous signature with position first
- if ( texture.isTexture !== true ) {
- // @deprecated, r165
- console.warn( 'WebGLRenderer: copyFramebufferToTexture function signature has changed.' );
- position = arguments[ 0 ] || null;
- texture = arguments[ 1 ];
- }
- const levelScale = Math.pow( 2, - level );
- const width = Math.floor( texture.image.width * levelScale );
- const height = Math.floor( texture.image.height * levelScale );
- const x = position !== null ? position.x : 0;
- const y = position !== null ? position.y : 0;
- textures.setTexture2D( texture, 0 );
- _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height );
- state.unbindTexture();
- };
- this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
- // support previous signature with dstPosition first
- if ( srcTexture.isTexture !== true ) {
- // @deprecated, r165
- console.warn( 'WebGLRenderer: copyTextureToTexture function signature has changed.' );
- dstPosition = arguments[ 0 ] || null;
- srcTexture = arguments[ 1 ];
- dstTexture = arguments[ 2 ];
- level = arguments[ 3 ] || 0;
- srcRegion = null;
- }
- let width, height, minX, minY;
- let dstX, dstY;
- if ( srcRegion !== null ) {
- width = srcRegion.max.x - srcRegion.min.x;
- height = srcRegion.max.y - srcRegion.min.y;
- minX = srcRegion.min.x;
- minY = srcRegion.min.y;
- } else {
- width = srcTexture.image.width;
- height = srcTexture.image.height;
- minX = 0;
- minY = 0;
- }
- if ( dstPosition !== null ) {
- dstX = dstPosition.x;
- dstY = dstPosition.y;
- } else {
- dstX = 0;
- dstY = 0;
- }
- const glFormat = utils.convert( dstTexture.format );
- const glType = utils.convert( dstTexture.type );
- textures.setTexture2D( dstTexture, 0 );
- // As another texture upload may have changed pixelStorei
- // parameters, make sure they are correct for the dstTexture
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
- const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
- const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
- const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
- const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
- const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
- if ( srcTexture.isDataTexture ) {
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );
- } else {
- if ( srcTexture.isCompressedTexture ) {
- _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );
- } else {
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, glFormat, glType, image );
- }
- }
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
- _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
- // Generate mipmaps only when copying level 0
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
- state.unbindTexture();
- };
- this.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
- // support previous signature with source box first
- if ( srcTexture.isTexture !== true ) {
- // @deprecated, r165
- console.warn( 'WebGLRenderer: copyTextureToTexture3D function signature has changed.' );
- srcRegion = arguments[ 0 ] || null;
- dstPosition = arguments[ 1 ] || null;
- srcTexture = arguments[ 2 ];
- dstTexture = arguments[ 3 ];
- level = arguments[ 4 ] || 0;
- }
- let width, height, depth, minX, minY, minZ;
- let dstX, dstY, dstZ;
- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
- if ( srcRegion !== null ) {
- width = srcRegion.max.x - srcRegion.min.x;
- height = srcRegion.max.y - srcRegion.min.y;
- depth = srcRegion.max.z - srcRegion.min.z;
- minX = srcRegion.min.x;
- minY = srcRegion.min.y;
- minZ = srcRegion.min.z;
- } else {
- width = image.width;
- height = image.height;
- depth = image.depth;
- minX = 0;
- minY = 0;
- minZ = 0;
- }
- if ( dstPosition !== null ) {
- dstX = dstPosition.x;
- dstY = dstPosition.y;
- dstZ = dstPosition.z;
- } else {
- dstX = 0;
- dstY = 0;
- dstZ = 0;
- }
- const glFormat = utils.convert( dstTexture.format );
- const glType = utils.convert( dstTexture.type );
- let glTarget;
- if ( dstTexture.isData3DTexture ) {
- textures.setTexture3D( dstTexture, 0 );
- glTarget = _gl.TEXTURE_3D;
- } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
- textures.setTexture2DArray( dstTexture, 0 );
- glTarget = _gl.TEXTURE_2D_ARRAY;
- } else {
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
- return;
- }
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
- const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
- const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
- const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
- const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
- const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
- _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );
- if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
- _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );
- } else {
- if ( dstTexture.isCompressedArrayTexture ) {
- _gl.compressedTexSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );
- } else {
- _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );
- }
- }
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
- _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
- // Generate mipmaps only when copying level 0
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
- state.unbindTexture();
- };
- this.initRenderTarget = function ( target ) {
- if ( properties.get( target ).__webglFramebuffer === undefined ) {
- textures.setupRenderTarget( target );
- }
- };
- this.initTexture = function ( texture ) {
- if ( texture.isCubeTexture ) {
- textures.setTextureCube( texture, 0 );
- } else if ( texture.isData3DTexture ) {
- textures.setTexture3D( texture, 0 );
- } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
- textures.setTexture2DArray( texture, 0 );
- } else {
- textures.setTexture2D( texture, 0 );
- }
- state.unbindTexture();
- };
- this.resetState = function () {
- _currentActiveCubeFace = 0;
- _currentActiveMipmapLevel = 0;
- _currentRenderTarget = null;
- state.reset();
- bindingStates.reset();
- };
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
- }
- }
- get coordinateSystem() {
- return WebGLCoordinateSystem;
- }
- get outputColorSpace() {
- return this._outputColorSpace;
- }
- set outputColorSpace( colorSpace ) {
- this._outputColorSpace = colorSpace;
- const gl = this.getContext();
- gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
- gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
- }
- get useLegacyLights() { // @deprecated, r155
- console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
- return this._useLegacyLights;
- }
- set useLegacyLights( value ) { // @deprecated, r155
- console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
- this._useLegacyLights = value;
- }
- }
- export { WebGLRenderer };
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