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