WebGLRenderer3.js 14 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. *
  4. * parameters = {
  5. * canvas: canvas,
  6. * contextAttributes: {
  7. * alpha: true,
  8. * depth: true,
  9. * stencil: false,
  10. * antialias: true,
  11. * premultipliedAlpha: true,
  12. * preserveDrawingBuffer: false
  13. * }
  14. * }
  15. *
  16. */
  17. THREE.WebGLRenderer3 = function ( parameters ) {
  18. console.log( 'THREE.WebGLRenderer3', THREE.REVISION );
  19. parameters = parameters || {};
  20. var scope = this;
  21. var canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' );
  22. var devicePixelRatio = parameters.devicePixelRatio !== undefined
  23. ? parameters.devicePixelRatio
  24. : window.devicePixelRatio !== undefined
  25. ? window.devicePixelRatio
  26. : 1;
  27. var gl;
  28. try {
  29. var attributes = parameters.contextAttributes || {};
  30. gl = canvas.getContext( 'webgl', attributes ) || canvas.getContext( 'experimental-webgl', attributes );
  31. } catch ( exception ) {
  32. console.error( exception );
  33. }
  34. var precision = 'highp';
  35. var extensions = {};
  36. if ( gl !== null ) {
  37. extensions.element_index_uint = gl.getExtension( 'OES_element_index_uint' );
  38. extensions.texture_float = gl.getExtension( 'OES_texture_float' );
  39. extensions.texture_float_linear = gl.getExtension( 'OES_texture_float_linear' );
  40. extensions.standard_derivatives = gl.getExtension( 'OES_standard_derivatives' );
  41. extensions.texture_filter_anisotropic = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  42. extensions.compressed_texture_s3tc = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  43. gl.clearColor( 0, 0, 0, 1 );
  44. gl.clearDepth( 1 );
  45. gl.clearStencil( 0 );
  46. gl.enable( gl.DEPTH_TEST );
  47. gl.depthFunc( gl.LEQUAL );
  48. gl.enable( gl.CULL_FACE );
  49. gl.frontFace( gl.CCW );
  50. gl.cullFace( gl.BACK );
  51. gl.enable( gl.BLEND );
  52. gl.blendEquation( gl.FUNC_ADD );
  53. gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
  54. gl.clearColor( 0, 0, 0, 0 );
  55. }
  56. var clearColor = new THREE.Color( 0x000000 );
  57. var clearAlpha = 0;
  58. //
  59. var vector3 = new THREE.Vector3();
  60. var frustum = new THREE.Frustum();
  61. var normalMatrix = new THREE.Matrix3();
  62. var modelViewMatrix = new THREE.Matrix4();
  63. var cameraViewProjectionMatrix = new THREE.Matrix4();
  64. // buffers
  65. var buffers = {};
  66. var getBuffer = function ( geometry ) {
  67. if ( buffers[ geometry.id ] !== undefined ) {
  68. return buffers[ geometry.id ];
  69. }
  70. var vertices = geometry.vertices;
  71. var faces = geometry.faces;
  72. //
  73. var positions = [];
  74. var addPosition = function ( position ) {
  75. positions.push( position.x, position.y, position.z );
  76. }
  77. var normals = [];
  78. var addNormal = function ( normal ) {
  79. normals.push( normal.x, normal.y, normal.z );
  80. }
  81. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  82. var face = faces[ i ];
  83. var vertexNormals = face.vertexNormals.length > 0;
  84. addPosition( vertices[ face.a ] );
  85. addPosition( vertices[ face.b ] );
  86. addPosition( vertices[ face.c ] );
  87. if ( vertexNormals === true ) {
  88. addNormal( face.vertexNormals[ 0 ] );
  89. addNormal( face.vertexNormals[ 1 ] );
  90. addNormal( face.vertexNormals[ 2 ] );
  91. } else {
  92. addNormal( face.normal );
  93. addNormal( face.normal );
  94. addNormal( face.normal );
  95. }
  96. if ( face instanceof THREE.Face4 ) {
  97. addPosition( vertices[ face.a ] );
  98. addPosition( vertices[ face.c ] );
  99. addPosition( vertices[ face.d ] );
  100. if ( vertexNormals === true ) {
  101. addNormal( face.vertexNormals[ 0 ] );
  102. addNormal( face.vertexNormals[ 2 ] );
  103. addNormal( face.vertexNormals[ 3 ] );
  104. } else {
  105. addNormal( face.normal );
  106. addNormal( face.normal );
  107. addNormal( face.normal );
  108. }
  109. }
  110. }
  111. var buffer = {
  112. positions: gl.createBuffer(),
  113. normals: gl.createBuffer(),
  114. count: positions.length / 3
  115. };
  116. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  117. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
  118. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  119. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( normals ), gl.STATIC_DRAW );
  120. buffers[ geometry.id ] = buffer;
  121. scope.info.memory.geometries ++;
  122. return buffer;
  123. };
  124. // programs
  125. var programs = {};
  126. var programsCache = {};
  127. var getProgram = function ( material ) {
  128. if ( programs[ material.id ] !== undefined ) {
  129. return programs[ material.id ];
  130. }
  131. var vertexShader = [
  132. 'precision ' + precision + ' float;',
  133. 'attribute vec3 position;',
  134. 'attribute vec3 normal;',
  135. 'uniform mat4 modelViewMatrix;',
  136. 'uniform mat3 normalMatrix;',
  137. 'uniform mat4 projectionMatrix;',
  138. ''
  139. ].join( '\n' );
  140. var fragmentShader = [
  141. 'precision ' + precision + ' float;',
  142. ''
  143. ].join( '\n' );
  144. if ( material instanceof THREE.ShaderMaterial ) {
  145. vertexShader += material.vertexShader;
  146. fragmentShader += material.fragmentShader;
  147. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  148. vertexShader += [
  149. 'varying vec3 vNormal;',
  150. 'void main() {',
  151. ' vNormal = normalize( normalMatrix * normal );',
  152. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  153. '}'
  154. ].join( '\n' );
  155. fragmentShader += [
  156. 'varying vec3 vNormal;',
  157. 'uniform float opacity;',
  158. 'void main() {',
  159. ' gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );',
  160. '}'
  161. ].join( '\n' );
  162. } else {
  163. vertexShader += [
  164. 'void main() {',
  165. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  166. '}'
  167. ].join( '\n' );
  168. fragmentShader += [
  169. 'void main() {',
  170. ' gl_FragColor = vec4( 1.0, 0, 0, 1.0 );',
  171. '}'
  172. ].join( '\n' );
  173. }
  174. var program;
  175. var code = vertexShader + fragmentShader;
  176. if ( programsCache[ code ] !== undefined ) {
  177. program = programsCache[ code ];
  178. programs[ material.id ] = program;
  179. } else {
  180. program = gl.createProgram();
  181. gl.attachShader( program, createShader( gl.VERTEX_SHADER, vertexShader ) );
  182. gl.attachShader( program, createShader( gl.FRAGMENT_SHADER, fragmentShader ) );
  183. gl.linkProgram( program );
  184. if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === true ) {
  185. programsCache[ code ] = program;
  186. programs[ material.id ] = program;
  187. scope.info.memory.programs ++;
  188. } else {
  189. console.error( 'VALIDATE_STATUS: ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) );
  190. console.error( 'GL_ERROR: ' + gl.getError() );
  191. // fallback
  192. program = getProgram( new THREE.MeshBasicMaterial() );
  193. programs[ material.id ] = program;
  194. }
  195. }
  196. return program;
  197. };
  198. var createShader = function ( type, string ) {
  199. var shader = gl.createShader( type );
  200. gl.shaderSource( shader, string );
  201. gl.compileShader( shader );
  202. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === true ) {
  203. // console.log( string );
  204. } else {
  205. console.error( gl.getShaderInfoLog( shader ), string );
  206. return null;
  207. }
  208. return shader;
  209. };
  210. this.info = {
  211. memory: {
  212. programs: 0,
  213. geometries: 0,
  214. textures: 0
  215. },
  216. render: {
  217. calls: 0,
  218. vertices: 0,
  219. faces: 0,
  220. points: 0
  221. }
  222. };
  223. this.domElement = canvas;
  224. this.extensions = extensions;
  225. this.autoClear = true; // TODO: Make private
  226. this.setClearColor = function ( color, alpha ) {
  227. clearColor.set( color );
  228. clearAlpha = alpha !== undefined ? alpha : 1;
  229. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  230. };
  231. this.setSize = function ( width, height, updateStyle ) {
  232. canvas.width = width * devicePixelRatio;
  233. canvas.height = height * devicePixelRatio;
  234. if ( devicePixelRatio !== 1 && updateStyle !== false ) {
  235. canvas.style.width = width + 'px';
  236. canvas.style.height = height + 'px';
  237. }
  238. gl.viewport( 0, 0, canvas.width, canvas.height );
  239. };
  240. this.clear = function ( color, depth, stencil ) {
  241. var bits = 0;
  242. if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT;
  243. if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT;
  244. if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT;
  245. gl.clear( bits );
  246. };
  247. // blending
  248. var currentBlending = null;
  249. var setBlending = function ( blending ) {
  250. if ( blending !== currentBlending ) {
  251. if ( blending === THREE.NoBlending ) {
  252. gl.disable( gl.BLEND );
  253. } else {
  254. gl.enable( gl.BLEND );
  255. }
  256. currentBlending = blending;
  257. }
  258. };
  259. // depthTest
  260. var currentDepthTest = null;
  261. var setDepthTest = function ( value ) {
  262. if ( value !== currentDepthTest ) {
  263. value === true ? gl.enable( gl.DEPTH_TEST ) : gl.disable( gl.DEPTH_TEST );
  264. currentDepthTest = value;
  265. }
  266. };
  267. // depthWrite
  268. var currentDepthWrite = null;
  269. var setDepthWrite = function ( value ) {
  270. if ( value !== currentDepthWrite ) {
  271. gl.depthMask( value );
  272. currentDepthWrite = value;
  273. }
  274. };
  275. var objectsOpaque = [];
  276. var objectsTransparent = [];
  277. var projectObject = function ( object, camera ) {
  278. if ( object.visible === false ) return;
  279. if ( object instanceof THREE.Mesh && frustum.intersectsObject( object ) === true ) {
  280. // TODO: Do not polute scene graph with .z
  281. if ( object.renderDepth !== null ) {
  282. object.z = object.renderDepth;
  283. } else {
  284. vector3.getPositionFromMatrix( object.matrixWorld );
  285. vector3.applyProjection( cameraViewProjectionMatrix );
  286. object.z = vector3.z;
  287. }
  288. if ( object.material.transparent === true ) {
  289. objectsTransparent.push( object );
  290. } else {
  291. objectsOpaque.push( object );
  292. }
  293. }
  294. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  295. projectObject( object.children[ i ], camera );
  296. }
  297. };
  298. var sortOpaque = function ( a, b ) {
  299. return a.z - b.z;
  300. };
  301. var sortTransparent = function ( a, b ) {
  302. return a.z !== b.z ? b.z - a.z : b.id - a.id;
  303. };
  304. var currentBuffer, currentMaterial, currentProgram;
  305. var locations = {};
  306. var renderObject = function ( object, camera ) {
  307. var buffer = getBuffer( object.geometry );
  308. var material = object.material;
  309. if ( material !== currentMaterial ) {
  310. var program = getProgram( object.material );
  311. if ( program !== currentProgram ) {
  312. gl.useProgram( program );
  313. locations.modelViewMatrix = gl.getUniformLocation( program, 'modelViewMatrix' );
  314. locations.normalMatrix = gl.getUniformLocation( program, 'normalMatrix' );
  315. locations.projectionMatrix = gl.getUniformLocation( program, 'projectionMatrix' );
  316. locations.position = gl.getAttribLocation( program, 'position' );
  317. locations.normal = gl.getAttribLocation( program, 'normal' );
  318. gl.uniformMatrix4fv( locations.projectionMatrix, false, camera.projectionMatrix.elements );
  319. currentProgram = program;
  320. }
  321. if ( material instanceof THREE.MeshNormalMaterial ) {
  322. gl.uniform1f( gl.getUniformLocation( program, 'opacity' ), material.opacity );
  323. } else if ( material instanceof THREE.ShaderMaterial ) {
  324. var uniforms = material.uniforms;
  325. for ( var uniform in uniforms ) {
  326. var location = gl.getUniformLocation( program, uniform );
  327. var type = uniforms[ uniform ].type;
  328. var value = uniforms[ uniform ].value;
  329. if ( type === "i" ) { // single integer
  330. gl.uniform1i( location, value );
  331. } else if ( type === "f" ) { // single float
  332. gl.uniform1f( location, value );
  333. } else if ( type === "v2" ) { // single THREE.Vector2
  334. gl.uniform2f( location, value.x, value.y );
  335. } else if ( type === "v3" ) { // single THREE.Vector3
  336. gl.uniform3f( location, value.x, value.y, value.z );
  337. } else if ( type === "v4" ) { // single THREE.Vector4
  338. gl.uniform4f( location, value.x, value.y, value.z, value.w );
  339. } else if ( type === "c" ) { // single THREE.Color
  340. gl.uniform3f( location, value.r, value.g, value.b );
  341. }
  342. }
  343. }
  344. currentMaterial = material;
  345. }
  346. if ( buffer !== currentBuffer ) {
  347. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.positions );
  348. gl.enableVertexAttribArray( locations.position );
  349. gl.vertexAttribPointer( locations.position, 3, gl.FLOAT, false, 0, 0 );
  350. if ( locations.normal >= 0 ) {
  351. gl.bindBuffer( gl.ARRAY_BUFFER, buffer.normals );
  352. gl.enableVertexAttribArray( locations.normal );
  353. gl.vertexAttribPointer( locations.normal, 3, gl.FLOAT, false, 0, 0 );
  354. }
  355. currentBuffer = buffer;
  356. }
  357. modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  358. normalMatrix.getNormalMatrix( modelViewMatrix );
  359. gl.uniformMatrix4fv( locations.modelViewMatrix, false, modelViewMatrix.elements );
  360. gl.uniformMatrix3fv( locations.normalMatrix, false, normalMatrix.elements );
  361. gl.drawArrays( gl.TRIANGLES, 0, buffer.count );
  362. scope.info.render.calls ++;
  363. };
  364. this.render = function ( scene, camera ) {
  365. if ( this.autoClear === true ) this.clear();
  366. scene.updateMatrixWorld();
  367. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  368. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  369. cameraViewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  370. frustum.setFromMatrix( cameraViewProjectionMatrix );
  371. objectsOpaque.length = 0;
  372. objectsTransparent.length = 0;
  373. scope.info.render.calls = 0;
  374. currentBuffer = undefined;
  375. currentMaterial = undefined;
  376. currentProgram = undefined;
  377. projectObject( scene, camera );
  378. if ( objectsOpaque.length > 0 ) {
  379. objectsOpaque.sort( sortOpaque );
  380. setBlending( THREE.NoBlending );
  381. for ( var i = 0, l = objectsOpaque.length; i < l; i ++ ) {
  382. renderObject( objectsOpaque[ i ], camera );
  383. }
  384. }
  385. if ( objectsTransparent.length > 0 ) {
  386. objectsTransparent.sort( sortTransparent );
  387. setBlending( THREE.NormalBlending );
  388. for ( var i = 0, l = objectsTransparent.length; i < l; i ++ ) {
  389. renderObject( objectsTransparent[ i ], camera );
  390. }
  391. }
  392. };
  393. };