WebGLRenderer.js 49 KB

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  1. import {
  2. RGBAFormat,
  3. HalfFloatType,
  4. FloatType,
  5. UnsignedByteType,
  6. LinearEncoding,
  7. NoToneMapping
  8. } from '../constants.js';
  9. import { MathUtils } from '../math/MathUtils.js';
  10. import { DataTexture } from '../textures/DataTexture.js';
  11. import { Frustum } from '../math/Frustum.js';
  12. import { Matrix4 } from '../math/Matrix4.js';
  13. import { Vector2 } from '../math/Vector2.js';
  14. import { Vector3 } from '../math/Vector3.js';
  15. import { Vector4 } from '../math/Vector4.js';
  16. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  17. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  18. import { WebGLBackground } from './webgl/WebGLBackground.js';
  19. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  20. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  21. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  22. import { WebGLClipping } from './webgl/WebGLClipping.js';
  23. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  24. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  25. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  26. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  27. import { WebGLInfo } from './webgl/WebGLInfo.js';
  28. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  29. import { WebGLObjects } from './webgl/WebGLObjects.js';
  30. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  31. import { WebGLProperties } from './webgl/WebGLProperties.js';
  32. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  33. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  34. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  35. import { WebGLState } from './webgl/WebGLState.js';
  36. import { WebGLTextures } from './webgl/WebGLTextures.js';
  37. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  38. import { WebGLUtils } from './webgl/WebGLUtils.js';
  39. import { WebXRManager } from './webxr/WebXRManager.js';
  40. import { WebGLMaterials } from "./webgl/WebGLMaterials.js";
  41. function WebGLRenderer( parameters ) {
  42. parameters = parameters || {};
  43. const _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  44. _context = parameters.context !== undefined ? parameters.context : null,
  45. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  46. _depth = parameters.depth !== undefined ? parameters.depth : true,
  47. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  48. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  49. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  50. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  51. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  52. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  53. let currentRenderList = null;
  54. let currentRenderState = null;
  55. // public properties
  56. this.domElement = _canvas;
  57. // Debug configuration container
  58. this.debug = {
  59. /**
  60. * Enables error checking and reporting when shader programs are being compiled
  61. * @type {boolean}
  62. */
  63. checkShaderErrors: true
  64. };
  65. // clearing
  66. this.autoClear = true;
  67. this.autoClearColor = true;
  68. this.autoClearDepth = true;
  69. this.autoClearStencil = true;
  70. // scene graph
  71. this.sortObjects = true;
  72. // user-defined clipping
  73. this.clippingPlanes = [];
  74. this.localClippingEnabled = false;
  75. // physically based shading
  76. this.gammaFactor = 2.0; // for backwards compatibility
  77. this.outputEncoding = LinearEncoding;
  78. // physical lights
  79. this.physicallyCorrectLights = false;
  80. // tone mapping
  81. this.toneMapping = NoToneMapping;
  82. this.toneMappingExposure = 1.0;
  83. // morphs
  84. this.maxMorphTargets = 8;
  85. this.maxMorphNormals = 4;
  86. // internal properties
  87. const _this = this;
  88. let _isContextLost = false;
  89. // internal state cache
  90. let _framebuffer = null;
  91. let _currentActiveCubeFace = 0;
  92. let _currentActiveMipmapLevel = 0;
  93. let _currentRenderTarget = null;
  94. let _currentFramebuffer = null;
  95. let _currentMaterialId = - 1;
  96. let _currentCamera = null;
  97. let _currentArrayCamera = null;
  98. const _currentViewport = new Vector4();
  99. const _currentScissor = new Vector4();
  100. let _currentScissorTest = null;
  101. //
  102. let _width = _canvas.width;
  103. let _height = _canvas.height;
  104. let _pixelRatio = 1;
  105. let _opaqueSort = null;
  106. let _transparentSort = null;
  107. const _viewport = new Vector4( 0, 0, _width, _height );
  108. const _scissor = new Vector4( 0, 0, _width, _height );
  109. let _scissorTest = false;
  110. // frustum
  111. const _frustum = new Frustum();
  112. // clipping
  113. let _clippingEnabled = false;
  114. let _localClippingEnabled = false;
  115. // camera matrices cache
  116. const _projScreenMatrix = new Matrix4();
  117. const _vector3 = new Vector3();
  118. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  119. function getTargetPixelRatio() {
  120. return _currentRenderTarget === null ? _pixelRatio : 1;
  121. }
  122. // initialize
  123. let _gl = _context;
  124. function getContext( contextNames, contextAttributes ) {
  125. for ( let i = 0; i < contextNames.length; i ++ ) {
  126. const contextName = contextNames[ i ];
  127. const context = _canvas.getContext( contextName, contextAttributes );
  128. if ( context !== null ) return context;
  129. }
  130. return null;
  131. }
  132. try {
  133. const contextAttributes = {
  134. alpha: _alpha,
  135. depth: _depth,
  136. stencil: _stencil,
  137. antialias: _antialias,
  138. premultipliedAlpha: _premultipliedAlpha,
  139. preserveDrawingBuffer: _preserveDrawingBuffer,
  140. powerPreference: _powerPreference,
  141. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  142. };
  143. // event listeners must be registered before WebGL context is created, see #12753
  144. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  145. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  146. if ( _gl === null ) {
  147. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  148. if ( _this.isWebGL1Renderer === true ) {
  149. contextNames.shift();
  150. }
  151. _gl = getContext( contextNames, contextAttributes );
  152. if ( _gl === null ) {
  153. if ( getContext( contextNames ) ) {
  154. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  155. } else {
  156. throw new Error( 'Error creating WebGL context.' );
  157. }
  158. }
  159. }
  160. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  161. if ( _gl.getShaderPrecisionFormat === undefined ) {
  162. _gl.getShaderPrecisionFormat = function () {
  163. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  164. };
  165. }
  166. } catch ( error ) {
  167. console.error( 'THREE.WebGLRenderer: ' + error.message );
  168. throw error;
  169. }
  170. let extensions, capabilities, state, info;
  171. let properties, textures, cubemaps, attributes, geometries, objects;
  172. let programCache, materials, renderLists, renderStates, clipping;
  173. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  174. let utils, bindingStates;
  175. function initGLContext() {
  176. extensions = new WebGLExtensions( _gl );
  177. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  178. if ( capabilities.isWebGL2 === false ) {
  179. extensions.get( 'WEBGL_depth_texture' );
  180. extensions.get( 'OES_texture_float' );
  181. extensions.get( 'OES_texture_half_float' );
  182. extensions.get( 'OES_texture_half_float_linear' );
  183. extensions.get( 'OES_standard_derivatives' );
  184. extensions.get( 'OES_element_index_uint' );
  185. extensions.get( 'OES_vertex_array_object' );
  186. extensions.get( 'ANGLE_instanced_arrays' );
  187. }
  188. extensions.get( 'OES_texture_float_linear' );
  189. utils = new WebGLUtils( _gl, extensions, capabilities );
  190. state = new WebGLState( _gl, extensions, capabilities );
  191. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  192. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  193. info = new WebGLInfo( _gl );
  194. properties = new WebGLProperties();
  195. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  196. cubemaps = new WebGLCubeMaps( _this );
  197. attributes = new WebGLAttributes( _gl, capabilities );
  198. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  199. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  200. objects = new WebGLObjects( _gl, geometries, attributes, info );
  201. morphtargets = new WebGLMorphtargets( _gl );
  202. clipping = new WebGLClipping( properties );
  203. programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
  204. materials = new WebGLMaterials( properties );
  205. renderLists = new WebGLRenderLists( properties );
  206. renderStates = new WebGLRenderStates();
  207. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  208. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  209. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  210. info.programs = programCache.programs;
  211. _this.capabilities = capabilities;
  212. _this.extensions = extensions;
  213. _this.properties = properties;
  214. _this.renderLists = renderLists;
  215. _this.state = state;
  216. _this.info = info;
  217. }
  218. initGLContext();
  219. // xr
  220. const xr = new WebXRManager( _this, _gl );
  221. this.xr = xr;
  222. // shadow map
  223. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  224. this.shadowMap = shadowMap;
  225. // API
  226. this.getContext = function () {
  227. return _gl;
  228. };
  229. this.getContextAttributes = function () {
  230. return _gl.getContextAttributes();
  231. };
  232. this.forceContextLoss = function () {
  233. const extension = extensions.get( 'WEBGL_lose_context' );
  234. if ( extension ) extension.loseContext();
  235. };
  236. this.forceContextRestore = function () {
  237. const extension = extensions.get( 'WEBGL_lose_context' );
  238. if ( extension ) extension.restoreContext();
  239. };
  240. this.getPixelRatio = function () {
  241. return _pixelRatio;
  242. };
  243. this.setPixelRatio = function ( value ) {
  244. if ( value === undefined ) return;
  245. _pixelRatio = value;
  246. this.setSize( _width, _height, false );
  247. };
  248. this.getSize = function ( target ) {
  249. if ( target === undefined ) {
  250. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  251. target = new Vector2();
  252. }
  253. return target.set( _width, _height );
  254. };
  255. this.setSize = function ( width, height, updateStyle ) {
  256. if ( xr.isPresenting ) {
  257. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  258. return;
  259. }
  260. _width = width;
  261. _height = height;
  262. _canvas.width = Math.floor( width * _pixelRatio );
  263. _canvas.height = Math.floor( height * _pixelRatio );
  264. if ( updateStyle !== false ) {
  265. _canvas.style.width = width + 'px';
  266. _canvas.style.height = height + 'px';
  267. }
  268. this.setViewport( 0, 0, width, height );
  269. };
  270. this.getDrawingBufferSize = function ( target ) {
  271. if ( target === undefined ) {
  272. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  273. target = new Vector2();
  274. }
  275. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  276. };
  277. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  278. _width = width;
  279. _height = height;
  280. _pixelRatio = pixelRatio;
  281. _canvas.width = Math.floor( width * pixelRatio );
  282. _canvas.height = Math.floor( height * pixelRatio );
  283. this.setViewport( 0, 0, width, height );
  284. };
  285. this.getCurrentViewport = function ( target ) {
  286. if ( target === undefined ) {
  287. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  288. target = new Vector4();
  289. }
  290. return target.copy( _currentViewport );
  291. };
  292. this.getViewport = function ( target ) {
  293. return target.copy( _viewport );
  294. };
  295. this.setViewport = function ( x, y, width, height ) {
  296. if ( x.isVector4 ) {
  297. _viewport.set( x.x, x.y, x.z, x.w );
  298. } else {
  299. _viewport.set( x, y, width, height );
  300. }
  301. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  302. };
  303. this.getScissor = function ( target ) {
  304. return target.copy( _scissor );
  305. };
  306. this.setScissor = function ( x, y, width, height ) {
  307. if ( x.isVector4 ) {
  308. _scissor.set( x.x, x.y, x.z, x.w );
  309. } else {
  310. _scissor.set( x, y, width, height );
  311. }
  312. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  313. };
  314. this.getScissorTest = function () {
  315. return _scissorTest;
  316. };
  317. this.setScissorTest = function ( boolean ) {
  318. state.setScissorTest( _scissorTest = boolean );
  319. };
  320. this.setOpaqueSort = function ( method ) {
  321. _opaqueSort = method;
  322. };
  323. this.setTransparentSort = function ( method ) {
  324. _transparentSort = method;
  325. };
  326. // Clearing
  327. this.getClearColor = function () {
  328. return background.getClearColor();
  329. };
  330. this.setClearColor = function () {
  331. background.setClearColor.apply( background, arguments );
  332. };
  333. this.getClearAlpha = function () {
  334. return background.getClearAlpha();
  335. };
  336. this.setClearAlpha = function () {
  337. background.setClearAlpha.apply( background, arguments );
  338. };
  339. this.clear = function ( color, depth, stencil ) {
  340. let bits = 0;
  341. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  342. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  343. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  344. _gl.clear( bits );
  345. };
  346. this.clearColor = function () {
  347. this.clear( true, false, false );
  348. };
  349. this.clearDepth = function () {
  350. this.clear( false, true, false );
  351. };
  352. this.clearStencil = function () {
  353. this.clear( false, false, true );
  354. };
  355. //
  356. this.dispose = function () {
  357. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  358. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  359. renderLists.dispose();
  360. renderStates.dispose();
  361. properties.dispose();
  362. cubemaps.dispose();
  363. objects.dispose();
  364. bindingStates.dispose();
  365. xr.dispose();
  366. animation.stop();
  367. };
  368. // Events
  369. function onContextLost( event ) {
  370. event.preventDefault();
  371. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  372. _isContextLost = true;
  373. }
  374. function onContextRestore( /* event */ ) {
  375. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  376. _isContextLost = false;
  377. initGLContext();
  378. }
  379. function onMaterialDispose( event ) {
  380. const material = event.target;
  381. material.removeEventListener( 'dispose', onMaterialDispose );
  382. deallocateMaterial( material );
  383. }
  384. // Buffer deallocation
  385. function deallocateMaterial( material ) {
  386. releaseMaterialProgramReference( material );
  387. properties.remove( material );
  388. }
  389. function releaseMaterialProgramReference( material ) {
  390. const programInfo = properties.get( material ).program;
  391. if ( programInfo !== undefined ) {
  392. programCache.releaseProgram( programInfo );
  393. }
  394. }
  395. // Buffer rendering
  396. function renderObjectImmediate( object, program ) {
  397. object.render( function ( object ) {
  398. _this.renderBufferImmediate( object, program );
  399. } );
  400. }
  401. this.renderBufferImmediate = function ( object, program ) {
  402. bindingStates.initAttributes();
  403. const buffers = properties.get( object );
  404. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  405. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  406. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  407. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  408. const programAttributes = program.getAttributes();
  409. if ( object.hasPositions ) {
  410. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  411. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  412. bindingStates.enableAttribute( programAttributes.position );
  413. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  414. }
  415. if ( object.hasNormals ) {
  416. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  417. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  418. bindingStates.enableAttribute( programAttributes.normal );
  419. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  420. }
  421. if ( object.hasUvs ) {
  422. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  423. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  424. bindingStates.enableAttribute( programAttributes.uv );
  425. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  426. }
  427. if ( object.hasColors ) {
  428. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  429. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  430. bindingStates.enableAttribute( programAttributes.color );
  431. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  432. }
  433. bindingStates.disableUnusedAttributes();
  434. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  435. object.count = 0;
  436. };
  437. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  438. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  439. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  440. const program = setProgram( camera, scene, material, object );
  441. state.setMaterial( material, frontFaceCW );
  442. //
  443. let index = geometry.index;
  444. const position = geometry.attributes.position;
  445. //
  446. if ( index === null ) {
  447. if ( position === undefined || position.count === 0 ) return;
  448. } else if ( index.count === 0 ) {
  449. return;
  450. }
  451. //
  452. let rangeFactor = 1;
  453. if ( material.wireframe === true ) {
  454. index = geometries.getWireframeAttribute( geometry );
  455. rangeFactor = 2;
  456. }
  457. if ( material.morphTargets || material.morphNormals ) {
  458. morphtargets.update( object, geometry, material, program );
  459. }
  460. bindingStates.setup( object, material, program, geometry, index );
  461. let attribute;
  462. let renderer = bufferRenderer;
  463. if ( index !== null ) {
  464. attribute = attributes.get( index );
  465. renderer = indexedBufferRenderer;
  466. renderer.setIndex( attribute );
  467. }
  468. //
  469. const dataCount = ( index !== null ) ? index.count : position.count;
  470. const rangeStart = geometry.drawRange.start * rangeFactor;
  471. const rangeCount = geometry.drawRange.count * rangeFactor;
  472. const groupStart = group !== null ? group.start * rangeFactor : 0;
  473. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  474. const drawStart = Math.max( rangeStart, groupStart );
  475. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  476. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  477. if ( drawCount === 0 ) return;
  478. //
  479. if ( object.isMesh ) {
  480. if ( material.wireframe === true ) {
  481. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  482. renderer.setMode( _gl.LINES );
  483. } else {
  484. renderer.setMode( _gl.TRIANGLES );
  485. }
  486. } else if ( object.isLine ) {
  487. let lineWidth = material.linewidth;
  488. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  489. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  490. if ( object.isLineSegments ) {
  491. renderer.setMode( _gl.LINES );
  492. } else if ( object.isLineLoop ) {
  493. renderer.setMode( _gl.LINE_LOOP );
  494. } else {
  495. renderer.setMode( _gl.LINE_STRIP );
  496. }
  497. } else if ( object.isPoints ) {
  498. renderer.setMode( _gl.POINTS );
  499. } else if ( object.isSprite ) {
  500. renderer.setMode( _gl.TRIANGLES );
  501. }
  502. if ( object.isInstancedMesh ) {
  503. renderer.renderInstances( drawStart, drawCount, object.count );
  504. } else if ( geometry.isInstancedBufferGeometry ) {
  505. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  506. renderer.renderInstances( drawStart, drawCount, instanceCount );
  507. } else {
  508. renderer.render( drawStart, drawCount );
  509. }
  510. };
  511. // Compile
  512. this.compile = function ( scene, camera ) {
  513. currentRenderState = renderStates.get( scene, camera );
  514. currentRenderState.init();
  515. scene.traverseVisible( function ( object ) {
  516. if ( object.isLight && object.layers.test( camera.layers ) ) {
  517. currentRenderState.pushLight( object );
  518. if ( object.castShadow ) {
  519. currentRenderState.pushShadow( object );
  520. }
  521. }
  522. } );
  523. currentRenderState.setupLights( camera );
  524. const compiled = new WeakMap();
  525. scene.traverse( function ( object ) {
  526. const material = object.material;
  527. if ( material ) {
  528. if ( Array.isArray( material ) ) {
  529. for ( let i = 0; i < material.length; i ++ ) {
  530. const material2 = material[ i ];
  531. if ( compiled.has( material2 ) === false ) {
  532. initMaterial( material2, scene, object );
  533. compiled.set( material2 );
  534. }
  535. }
  536. } else if ( compiled.has( material ) === false ) {
  537. initMaterial( material, scene, object );
  538. compiled.set( material );
  539. }
  540. }
  541. } );
  542. };
  543. // Animation Loop
  544. let onAnimationFrameCallback = null;
  545. function onAnimationFrame( time ) {
  546. if ( xr.isPresenting ) return;
  547. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  548. }
  549. const animation = new WebGLAnimation();
  550. animation.setAnimationLoop( onAnimationFrame );
  551. if ( typeof window !== 'undefined' ) animation.setContext( window );
  552. this.setAnimationLoop = function ( callback ) {
  553. onAnimationFrameCallback = callback;
  554. xr.setAnimationLoop( callback );
  555. ( callback === null ) ? animation.stop() : animation.start();
  556. };
  557. // Rendering
  558. this.render = function ( scene, camera ) {
  559. let renderTarget, forceClear;
  560. if ( arguments[ 2 ] !== undefined ) {
  561. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  562. renderTarget = arguments[ 2 ];
  563. }
  564. if ( arguments[ 3 ] !== undefined ) {
  565. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  566. forceClear = arguments[ 3 ];
  567. }
  568. if ( camera !== undefined && camera.isCamera !== true ) {
  569. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  570. return;
  571. }
  572. if ( _isContextLost === true ) return;
  573. // reset caching for this frame
  574. bindingStates.resetDefaultState();
  575. _currentMaterialId = - 1;
  576. _currentCamera = null;
  577. // update scene graph
  578. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  579. // update camera matrices and frustum
  580. if ( camera.parent === null ) camera.updateMatrixWorld();
  581. if ( xr.enabled === true && xr.isPresenting === true ) {
  582. camera = xr.getCamera( camera );
  583. }
  584. //
  585. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  586. currentRenderState = renderStates.get( scene, camera );
  587. currentRenderState.init();
  588. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  589. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  590. _localClippingEnabled = this.localClippingEnabled;
  591. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  592. currentRenderList = renderLists.get( scene, camera );
  593. currentRenderList.init();
  594. projectObject( scene, camera, 0, _this.sortObjects );
  595. currentRenderList.finish();
  596. if ( _this.sortObjects === true ) {
  597. currentRenderList.sort( _opaqueSort, _transparentSort );
  598. }
  599. //
  600. if ( _clippingEnabled === true ) clipping.beginShadows();
  601. const shadowsArray = currentRenderState.state.shadowsArray;
  602. shadowMap.render( shadowsArray, scene, camera );
  603. currentRenderState.setupLights( camera );
  604. if ( _clippingEnabled === true ) clipping.endShadows();
  605. //
  606. if ( this.info.autoReset === true ) this.info.reset();
  607. if ( renderTarget !== undefined ) {
  608. this.setRenderTarget( renderTarget );
  609. }
  610. //
  611. background.render( currentRenderList, scene, camera, forceClear );
  612. // render scene
  613. const opaqueObjects = currentRenderList.opaque;
  614. const transparentObjects = currentRenderList.transparent;
  615. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  616. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  617. //
  618. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  619. //
  620. if ( _currentRenderTarget !== null ) {
  621. // Generate mipmap if we're using any kind of mipmap filtering
  622. textures.updateRenderTargetMipmap( _currentRenderTarget );
  623. // resolve multisample renderbuffers to a single-sample texture if necessary
  624. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  625. }
  626. // Ensure depth buffer writing is enabled so it can be cleared on next render
  627. state.buffers.depth.setTest( true );
  628. state.buffers.depth.setMask( true );
  629. state.buffers.color.setMask( true );
  630. state.setPolygonOffset( false );
  631. // _gl.finish();
  632. currentRenderList = null;
  633. currentRenderState = null;
  634. };
  635. function projectObject( object, camera, groupOrder, sortObjects ) {
  636. if ( object.visible === false ) return;
  637. const visible = object.layers.test( camera.layers );
  638. if ( visible ) {
  639. if ( object.isGroup ) {
  640. groupOrder = object.renderOrder;
  641. } else if ( object.isLOD ) {
  642. if ( object.autoUpdate === true ) object.update( camera );
  643. } else if ( object.isLight ) {
  644. currentRenderState.pushLight( object );
  645. if ( object.castShadow ) {
  646. currentRenderState.pushShadow( object );
  647. }
  648. } else if ( object.isSprite ) {
  649. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  650. if ( sortObjects ) {
  651. _vector3.setFromMatrixPosition( object.matrixWorld )
  652. .applyMatrix4( _projScreenMatrix );
  653. }
  654. const geometry = objects.update( object );
  655. const material = object.material;
  656. if ( material.visible ) {
  657. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  658. }
  659. }
  660. } else if ( object.isImmediateRenderObject ) {
  661. if ( sortObjects ) {
  662. _vector3.setFromMatrixPosition( object.matrixWorld )
  663. .applyMatrix4( _projScreenMatrix );
  664. }
  665. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  666. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  667. if ( object.isSkinnedMesh ) {
  668. // update skeleton only once in a frame
  669. if ( object.skeleton.frame !== info.render.frame ) {
  670. object.skeleton.update();
  671. object.skeleton.frame = info.render.frame;
  672. }
  673. }
  674. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  675. if ( sortObjects ) {
  676. _vector3.setFromMatrixPosition( object.matrixWorld )
  677. .applyMatrix4( _projScreenMatrix );
  678. }
  679. const geometry = objects.update( object );
  680. const material = object.material;
  681. if ( Array.isArray( material ) ) {
  682. const groups = geometry.groups;
  683. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  684. const group = groups[ i ];
  685. const groupMaterial = material[ group.materialIndex ];
  686. if ( groupMaterial && groupMaterial.visible ) {
  687. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  688. }
  689. }
  690. } else if ( material.visible ) {
  691. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  692. }
  693. }
  694. }
  695. }
  696. const children = object.children;
  697. for ( let i = 0, l = children.length; i < l; i ++ ) {
  698. projectObject( children[ i ], camera, groupOrder, sortObjects );
  699. }
  700. }
  701. function renderObjects( renderList, scene, camera ) {
  702. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  703. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  704. const renderItem = renderList[ i ];
  705. const object = renderItem.object;
  706. const geometry = renderItem.geometry;
  707. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  708. const group = renderItem.group;
  709. if ( camera.isArrayCamera ) {
  710. _currentArrayCamera = camera;
  711. const cameras = camera.cameras;
  712. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  713. const camera2 = cameras[ j ];
  714. if ( object.layers.test( camera2.layers ) ) {
  715. state.viewport( _currentViewport.copy( camera2.viewport ) );
  716. currentRenderState.setupLights( camera2 );
  717. renderObject( object, scene, camera2, geometry, material, group );
  718. }
  719. }
  720. } else {
  721. _currentArrayCamera = null;
  722. renderObject( object, scene, camera, geometry, material, group );
  723. }
  724. }
  725. }
  726. function renderObject( object, scene, camera, geometry, material, group ) {
  727. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  728. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  729. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  730. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  731. if ( object.isImmediateRenderObject ) {
  732. const program = setProgram( camera, scene, material, object );
  733. state.setMaterial( material );
  734. bindingStates.reset();
  735. renderObjectImmediate( object, program );
  736. } else {
  737. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  738. }
  739. object.onAfterRender( _this, scene, camera, geometry, material, group );
  740. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  741. }
  742. function initMaterial( material, scene, object ) {
  743. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  744. const materialProperties = properties.get( material );
  745. const lights = currentRenderState.state.lights;
  746. const shadowsArray = currentRenderState.state.shadowsArray;
  747. const lightsStateVersion = lights.state.version;
  748. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  749. const programCacheKey = programCache.getProgramCacheKey( parameters );
  750. let program = materialProperties.program;
  751. let programChange = true;
  752. if ( program === undefined ) {
  753. // new material
  754. material.addEventListener( 'dispose', onMaterialDispose );
  755. } else if ( program.cacheKey !== programCacheKey ) {
  756. // changed glsl or parameters
  757. releaseMaterialProgramReference( material );
  758. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  759. programChange = false;
  760. } else if ( parameters.shaderID !== undefined ) {
  761. // same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect
  762. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  763. materialProperties.envMap = cubemaps.get( material.envMap || environment );
  764. return;
  765. } else {
  766. // only rebuild uniform list
  767. programChange = false;
  768. }
  769. if ( programChange ) {
  770. parameters.uniforms = programCache.getUniforms( material );
  771. material.onBeforeCompile( parameters, _this );
  772. program = programCache.acquireProgram( parameters, programCacheKey );
  773. materialProperties.program = program;
  774. materialProperties.uniforms = parameters.uniforms;
  775. materialProperties.outputEncoding = parameters.outputEncoding;
  776. }
  777. const uniforms = materialProperties.uniforms;
  778. if ( ! material.isShaderMaterial &&
  779. ! material.isRawShaderMaterial ||
  780. material.clipping === true ) {
  781. materialProperties.numClippingPlanes = clipping.numPlanes;
  782. materialProperties.numIntersection = clipping.numIntersection;
  783. uniforms.clippingPlanes = clipping.uniform;
  784. }
  785. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  786. materialProperties.fog = scene.fog;
  787. materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
  788. // store the light setup it was created for
  789. materialProperties.needsLights = materialNeedsLights( material );
  790. materialProperties.lightsStateVersion = lightsStateVersion;
  791. if ( materialProperties.needsLights ) {
  792. // wire up the material to this renderer's lighting state
  793. uniforms.ambientLightColor.value = lights.state.ambient;
  794. uniforms.lightProbe.value = lights.state.probe;
  795. uniforms.directionalLights.value = lights.state.directional;
  796. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  797. uniforms.spotLights.value = lights.state.spot;
  798. uniforms.spotLightShadows.value = lights.state.spotShadow;
  799. uniforms.rectAreaLights.value = lights.state.rectArea;
  800. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  801. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  802. uniforms.pointLights.value = lights.state.point;
  803. uniforms.pointLightShadows.value = lights.state.pointShadow;
  804. uniforms.hemisphereLights.value = lights.state.hemi;
  805. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  806. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  807. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  808. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  809. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  810. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  811. // TODO (abelnation): add area lights shadow info to uniforms
  812. }
  813. const progUniforms = materialProperties.program.getUniforms();
  814. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  815. materialProperties.uniformsList = uniformsList;
  816. }
  817. function setProgram( camera, scene, material, object ) {
  818. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  819. textures.resetTextureUnits();
  820. const fog = scene.fog;
  821. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  822. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  823. const envMap = cubemaps.get( material.envMap || environment );
  824. const materialProperties = properties.get( material );
  825. const lights = currentRenderState.state.lights;
  826. if ( _clippingEnabled === true ) {
  827. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  828. const useCache =
  829. camera === _currentCamera &&
  830. material.id === _currentMaterialId;
  831. // we might want to call this function with some ClippingGroup
  832. // object instead of the material, once it becomes feasible
  833. // (#8465, #8379)
  834. clipping.setState( material, camera, useCache );
  835. }
  836. }
  837. if ( material.version === materialProperties.__version ) {
  838. if ( material.fog && materialProperties.fog !== fog ) {
  839. initMaterial( material, scene, object );
  840. } else if ( materialProperties.environment !== environment ) {
  841. initMaterial( material, scene, object );
  842. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  843. initMaterial( material, scene, object );
  844. } else if ( materialProperties.numClippingPlanes !== undefined &&
  845. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  846. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  847. initMaterial( material, scene, object );
  848. } else if ( materialProperties.outputEncoding !== encoding ) {
  849. initMaterial( material, scene, object );
  850. } else if ( materialProperties.envMap !== envMap ) {
  851. initMaterial( material, scene, object );
  852. }
  853. } else {
  854. initMaterial( material, scene, object );
  855. materialProperties.__version = material.version;
  856. }
  857. let refreshProgram = false;
  858. let refreshMaterial = false;
  859. let refreshLights = false;
  860. const program = materialProperties.program,
  861. p_uniforms = program.getUniforms(),
  862. m_uniforms = materialProperties.uniforms;
  863. if ( state.useProgram( program.program ) ) {
  864. refreshProgram = true;
  865. refreshMaterial = true;
  866. refreshLights = true;
  867. }
  868. if ( material.id !== _currentMaterialId ) {
  869. _currentMaterialId = material.id;
  870. refreshMaterial = true;
  871. }
  872. if ( refreshProgram || _currentCamera !== camera ) {
  873. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  874. if ( capabilities.logarithmicDepthBuffer ) {
  875. p_uniforms.setValue( _gl, 'logDepthBufFC',
  876. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  877. }
  878. if ( _currentCamera !== camera ) {
  879. _currentCamera = camera;
  880. // lighting uniforms depend on the camera so enforce an update
  881. // now, in case this material supports lights - or later, when
  882. // the next material that does gets activated:
  883. refreshMaterial = true; // set to true on material change
  884. refreshLights = true; // remains set until update done
  885. }
  886. // load material specific uniforms
  887. // (shader material also gets them for the sake of genericity)
  888. if ( material.isShaderMaterial ||
  889. material.isMeshPhongMaterial ||
  890. material.isMeshToonMaterial ||
  891. material.isMeshStandardMaterial ||
  892. material.envMap ) {
  893. const uCamPos = p_uniforms.map.cameraPosition;
  894. if ( uCamPos !== undefined ) {
  895. uCamPos.setValue( _gl,
  896. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  897. }
  898. }
  899. if ( material.isMeshPhongMaterial ||
  900. material.isMeshToonMaterial ||
  901. material.isMeshLambertMaterial ||
  902. material.isMeshBasicMaterial ||
  903. material.isMeshStandardMaterial ||
  904. material.isShaderMaterial ) {
  905. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  906. }
  907. if ( material.isMeshPhongMaterial ||
  908. material.isMeshToonMaterial ||
  909. material.isMeshLambertMaterial ||
  910. material.isMeshBasicMaterial ||
  911. material.isMeshStandardMaterial ||
  912. material.isShaderMaterial ||
  913. material.isShadowMaterial ||
  914. material.skinning ) {
  915. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  916. }
  917. }
  918. // skinning uniforms must be set even if material didn't change
  919. // auto-setting of texture unit for bone texture must go before other textures
  920. // otherwise textures used for skinning can take over texture units reserved for other material textures
  921. if ( material.skinning ) {
  922. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  923. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  924. const skeleton = object.skeleton;
  925. if ( skeleton ) {
  926. const bones = skeleton.bones;
  927. if ( capabilities.floatVertexTextures ) {
  928. if ( skeleton.boneTexture === undefined ) {
  929. // layout (1 matrix = 4 pixels)
  930. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  931. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  932. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  933. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  934. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  935. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  936. size = MathUtils.ceilPowerOfTwo( size );
  937. size = Math.max( size, 4 );
  938. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  939. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  940. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  941. skeleton.boneMatrices = boneMatrices;
  942. skeleton.boneTexture = boneTexture;
  943. skeleton.boneTextureSize = size;
  944. }
  945. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  946. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  947. } else {
  948. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  949. }
  950. }
  951. }
  952. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  953. materialProperties.receiveShadow = object.receiveShadow;
  954. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  955. }
  956. if ( refreshMaterial ) {
  957. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  958. if ( materialProperties.needsLights ) {
  959. // the current material requires lighting info
  960. // note: all lighting uniforms are always set correctly
  961. // they simply reference the renderer's state for their
  962. // values
  963. //
  964. // use the current material's .needsUpdate flags to set
  965. // the GL state when required
  966. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  967. }
  968. // refresh uniforms common to several materials
  969. if ( fog && material.fog ) {
  970. materials.refreshFogUniforms( m_uniforms, fog );
  971. }
  972. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );
  973. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  974. }
  975. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  976. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  977. material.uniformsNeedUpdate = false;
  978. }
  979. if ( material.isSpriteMaterial ) {
  980. p_uniforms.setValue( _gl, 'center', object.center );
  981. }
  982. // common matrices
  983. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  984. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  985. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  986. return program;
  987. }
  988. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  989. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  990. uniforms.ambientLightColor.needsUpdate = value;
  991. uniforms.lightProbe.needsUpdate = value;
  992. uniforms.directionalLights.needsUpdate = value;
  993. uniforms.directionalLightShadows.needsUpdate = value;
  994. uniforms.pointLights.needsUpdate = value;
  995. uniforms.pointLightShadows.needsUpdate = value;
  996. uniforms.spotLights.needsUpdate = value;
  997. uniforms.spotLightShadows.needsUpdate = value;
  998. uniforms.rectAreaLights.needsUpdate = value;
  999. uniforms.hemisphereLights.needsUpdate = value;
  1000. }
  1001. function materialNeedsLights( material ) {
  1002. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1003. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1004. ( material.isShaderMaterial && material.lights === true );
  1005. }
  1006. //
  1007. this.setFramebuffer = function ( value ) {
  1008. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1009. _framebuffer = value;
  1010. };
  1011. this.getActiveCubeFace = function () {
  1012. return _currentActiveCubeFace;
  1013. };
  1014. this.getActiveMipmapLevel = function () {
  1015. return _currentActiveMipmapLevel;
  1016. };
  1017. this.getRenderList = function () {
  1018. return currentRenderList;
  1019. };
  1020. this.setRenderList = function ( renderList ) {
  1021. currentRenderList = renderList;
  1022. };
  1023. this.getRenderState = function () {
  1024. return currentRenderState;
  1025. };
  1026. this.setRenderState = function ( renderState ) {
  1027. currentRenderState = renderState;
  1028. };
  1029. this.getRenderTarget = function () {
  1030. return _currentRenderTarget;
  1031. };
  1032. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1033. _currentRenderTarget = renderTarget;
  1034. _currentActiveCubeFace = activeCubeFace;
  1035. _currentActiveMipmapLevel = activeMipmapLevel;
  1036. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1037. textures.setupRenderTarget( renderTarget );
  1038. }
  1039. let framebuffer = _framebuffer;
  1040. let isCube = false;
  1041. if ( renderTarget ) {
  1042. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1043. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1044. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1045. isCube = true;
  1046. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1047. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1048. } else {
  1049. framebuffer = __webglFramebuffer;
  1050. }
  1051. _currentViewport.copy( renderTarget.viewport );
  1052. _currentScissor.copy( renderTarget.scissor );
  1053. _currentScissorTest = renderTarget.scissorTest;
  1054. } else {
  1055. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1056. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1057. _currentScissorTest = _scissorTest;
  1058. }
  1059. if ( _currentFramebuffer !== framebuffer ) {
  1060. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1061. _currentFramebuffer = framebuffer;
  1062. }
  1063. state.viewport( _currentViewport );
  1064. state.scissor( _currentScissor );
  1065. state.setScissorTest( _currentScissorTest );
  1066. if ( isCube ) {
  1067. const textureProperties = properties.get( renderTarget.texture );
  1068. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1069. }
  1070. };
  1071. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1072. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1073. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1074. return;
  1075. }
  1076. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1077. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1078. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1079. }
  1080. if ( framebuffer ) {
  1081. let restore = false;
  1082. if ( framebuffer !== _currentFramebuffer ) {
  1083. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1084. restore = true;
  1085. }
  1086. try {
  1087. const texture = renderTarget.texture;
  1088. const textureFormat = texture.format;
  1089. const textureType = texture.type;
  1090. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1091. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1092. return;
  1093. }
  1094. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1095. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1096. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  1097. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1098. return;
  1099. }
  1100. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1101. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1102. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1103. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1104. }
  1105. } else {
  1106. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1107. }
  1108. } finally {
  1109. if ( restore ) {
  1110. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1111. }
  1112. }
  1113. }
  1114. };
  1115. this.copyFramebufferToTexture = function ( position, texture, level ) {
  1116. if ( level === undefined ) level = 0;
  1117. const levelScale = Math.pow( 2, - level );
  1118. const width = Math.floor( texture.image.width * levelScale );
  1119. const height = Math.floor( texture.image.height * levelScale );
  1120. const glFormat = utils.convert( texture.format );
  1121. textures.setTexture2D( texture, 0 );
  1122. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1123. state.unbindTexture();
  1124. };
  1125. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  1126. if ( level === undefined ) level = 0;
  1127. const width = srcTexture.image.width;
  1128. const height = srcTexture.image.height;
  1129. const glFormat = utils.convert( dstTexture.format );
  1130. const glType = utils.convert( dstTexture.type );
  1131. textures.setTexture2D( dstTexture, 0 );
  1132. // As another texture upload may have changed pixelStorei
  1133. // parameters, make sure they are correct for the dstTexture
  1134. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1135. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1136. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1137. if ( srcTexture.isDataTexture ) {
  1138. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1139. } else {
  1140. if ( srcTexture.isCompressedTexture ) {
  1141. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1142. } else {
  1143. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1144. }
  1145. }
  1146. // Generate mipmaps only when copying level 0
  1147. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1148. state.unbindTexture();
  1149. };
  1150. this.initTexture = function ( texture ) {
  1151. textures.setTexture2D( texture, 0 );
  1152. state.unbindTexture();
  1153. };
  1154. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1155. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1156. }
  1157. }
  1158. export { WebGLRenderer };