WebGLRenderer.js 56 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189
  1. import {
  2. REVISION,
  3. BackSide,
  4. DoubleSide,
  5. FrontSide,
  6. RGBAFormat,
  7. HalfFloatType,
  8. FloatType,
  9. UnsignedByteType,
  10. LinearEncoding,
  11. NoToneMapping,
  12. LinearMipmapLinearFilter
  13. } from '../constants.js';
  14. import { floorPowerOfTwo } from '../math/MathUtils.js';
  15. import { Frustum } from '../math/Frustum.js';
  16. import { Matrix4 } from '../math/Matrix4.js';
  17. import { Vector2 } from '../math/Vector2.js';
  18. import { Vector3 } from '../math/Vector3.js';
  19. import { Vector4 } from '../math/Vector4.js';
  20. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  21. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  22. import { WebGLBackground } from './webgl/WebGLBackground.js';
  23. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  24. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  25. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  26. import { WebGLClipping } from './webgl/WebGLClipping.js';
  27. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  28. import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
  29. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  30. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  31. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  32. import { WebGLInfo } from './webgl/WebGLInfo.js';
  33. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  34. import { WebGLObjects } from './webgl/WebGLObjects.js';
  35. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  36. import { WebGLProperties } from './webgl/WebGLProperties.js';
  37. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  38. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  39. import { WebGLRenderTarget } from './WebGLRenderTarget.js';
  40. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  41. import { WebGLState } from './webgl/WebGLState.js';
  42. import { WebGLTextures } from './webgl/WebGLTextures.js';
  43. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  44. import { WebGLUtils } from './webgl/WebGLUtils.js';
  45. import { WebXRManager } from './webxr/WebXRManager.js';
  46. import { WebGLMaterials } from './webgl/WebGLMaterials.js';
  47. import { createElementNS } from '../utils.js';
  48. function createCanvasElement() {
  49. const canvas = createElementNS( 'canvas' );
  50. canvas.style.display = 'block';
  51. return canvas;
  52. }
  53. function WebGLRenderer( parameters = {} ) {
  54. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  55. _context = parameters.context !== undefined ? parameters.context : null,
  56. _depth = parameters.depth !== undefined ? parameters.depth : true,
  57. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  58. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  59. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  60. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  61. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  62. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  63. let _alpha;
  64. if ( parameters.context !== undefined ) {
  65. _alpha = _context.getContextAttributes().alpha;
  66. } else {
  67. _alpha = parameters.alpha !== undefined ? parameters.alpha : false;
  68. }
  69. let currentRenderList = null;
  70. let currentRenderState = null;
  71. // render() can be called from within a callback triggered by another render.
  72. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  73. const renderListStack = [];
  74. const renderStateStack = [];
  75. // public properties
  76. this.domElement = _canvas;
  77. // Debug configuration container
  78. this.debug = {
  79. /**
  80. * Enables error checking and reporting when shader programs are being compiled
  81. * @type {boolean}
  82. */
  83. checkShaderErrors: true
  84. };
  85. // clearing
  86. this.autoClear = true;
  87. this.autoClearColor = true;
  88. this.autoClearDepth = true;
  89. this.autoClearStencil = true;
  90. // scene graph
  91. this.sortObjects = true;
  92. // user-defined clipping
  93. this.clippingPlanes = [];
  94. this.localClippingEnabled = false;
  95. // physically based shading
  96. this.outputEncoding = LinearEncoding;
  97. // physical lights
  98. this.physicallyCorrectLights = false;
  99. // tone mapping
  100. this.toneMapping = NoToneMapping;
  101. this.toneMappingExposure = 1.0;
  102. // internal properties
  103. const _this = this;
  104. let _isContextLost = false;
  105. // internal state cache
  106. let _currentActiveCubeFace = 0;
  107. let _currentActiveMipmapLevel = 0;
  108. let _currentRenderTarget = null;
  109. let _currentMaterialId = - 1;
  110. let _currentCamera = null;
  111. const _currentViewport = new Vector4();
  112. const _currentScissor = new Vector4();
  113. let _currentScissorTest = null;
  114. //
  115. let _width = _canvas.width;
  116. let _height = _canvas.height;
  117. let _pixelRatio = 1;
  118. let _opaqueSort = null;
  119. let _transparentSort = null;
  120. const _viewport = new Vector4( 0, 0, _width, _height );
  121. const _scissor = new Vector4( 0, 0, _width, _height );
  122. let _scissorTest = false;
  123. // frustum
  124. const _frustum = new Frustum();
  125. // clipping
  126. let _clippingEnabled = false;
  127. let _localClippingEnabled = false;
  128. // transmission
  129. let _transmissionRenderTarget = null;
  130. // camera matrices cache
  131. const _projScreenMatrix = new Matrix4();
  132. const _vector2 = new Vector2();
  133. const _vector3 = new Vector3();
  134. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  135. function getTargetPixelRatio() {
  136. return _currentRenderTarget === null ? _pixelRatio : 1;
  137. }
  138. // initialize
  139. let _gl = _context;
  140. function getContext( contextNames, contextAttributes ) {
  141. for ( let i = 0; i < contextNames.length; i ++ ) {
  142. const contextName = contextNames[ i ];
  143. const context = _canvas.getContext( contextName, contextAttributes );
  144. if ( context !== null ) return context;
  145. }
  146. return null;
  147. }
  148. try {
  149. const contextAttributes = {
  150. alpha: true,
  151. depth: _depth,
  152. stencil: _stencil,
  153. antialias: _antialias,
  154. premultipliedAlpha: _premultipliedAlpha,
  155. preserveDrawingBuffer: _preserveDrawingBuffer,
  156. powerPreference: _powerPreference,
  157. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  158. };
  159. // OffscreenCanvas does not have setAttribute, see #22811
  160. if ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
  161. // event listeners must be registered before WebGL context is created, see #12753
  162. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  163. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  164. if ( _gl === null ) {
  165. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  166. if ( _this.isWebGL1Renderer === true ) {
  167. contextNames.shift();
  168. }
  169. _gl = getContext( contextNames, contextAttributes );
  170. if ( _gl === null ) {
  171. if ( getContext( contextNames ) ) {
  172. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  173. } else {
  174. throw new Error( 'Error creating WebGL context.' );
  175. }
  176. }
  177. }
  178. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  179. if ( _gl.getShaderPrecisionFormat === undefined ) {
  180. _gl.getShaderPrecisionFormat = function () {
  181. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  182. };
  183. }
  184. } catch ( error ) {
  185. console.error( 'THREE.WebGLRenderer: ' + error.message );
  186. throw error;
  187. }
  188. let extensions, capabilities, state, info;
  189. let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
  190. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  191. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  192. let utils, bindingStates;
  193. function initGLContext() {
  194. extensions = new WebGLExtensions( _gl );
  195. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  196. extensions.init( capabilities );
  197. utils = new WebGLUtils( _gl, extensions, capabilities );
  198. state = new WebGLState( _gl, extensions, capabilities );
  199. info = new WebGLInfo( _gl );
  200. properties = new WebGLProperties();
  201. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  202. cubemaps = new WebGLCubeMaps( _this );
  203. cubeuvmaps = new WebGLCubeUVMaps( _this );
  204. attributes = new WebGLAttributes( _gl, capabilities );
  205. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  206. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  207. objects = new WebGLObjects( _gl, geometries, attributes, info );
  208. morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
  209. clipping = new WebGLClipping( properties );
  210. programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
  211. materials = new WebGLMaterials( _this, properties );
  212. renderLists = new WebGLRenderLists();
  213. renderStates = new WebGLRenderStates( extensions, capabilities );
  214. background = new WebGLBackground( _this, cubemaps, state, objects, _alpha, _premultipliedAlpha );
  215. shadowMap = new WebGLShadowMap( _this, objects, capabilities );
  216. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  217. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  218. info.programs = programCache.programs;
  219. _this.capabilities = capabilities;
  220. _this.extensions = extensions;
  221. _this.properties = properties;
  222. _this.renderLists = renderLists;
  223. _this.shadowMap = shadowMap;
  224. _this.state = state;
  225. _this.info = info;
  226. }
  227. initGLContext();
  228. // xr
  229. const xr = new WebXRManager( _this, _gl );
  230. this.xr = xr;
  231. // API
  232. this.getContext = function () {
  233. return _gl;
  234. };
  235. this.getContextAttributes = function () {
  236. return _gl.getContextAttributes();
  237. };
  238. this.forceContextLoss = function () {
  239. const extension = extensions.get( 'WEBGL_lose_context' );
  240. if ( extension ) extension.loseContext();
  241. };
  242. this.forceContextRestore = function () {
  243. const extension = extensions.get( 'WEBGL_lose_context' );
  244. if ( extension ) extension.restoreContext();
  245. };
  246. this.getPixelRatio = function () {
  247. return _pixelRatio;
  248. };
  249. this.setPixelRatio = function ( value ) {
  250. if ( value === undefined ) return;
  251. _pixelRatio = value;
  252. this.setSize( _width, _height, false );
  253. };
  254. this.getSize = function ( target ) {
  255. return target.set( _width, _height );
  256. };
  257. this.setSize = function ( width, height, updateStyle ) {
  258. if ( xr.isPresenting ) {
  259. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  260. return;
  261. }
  262. _width = width;
  263. _height = height;
  264. _canvas.width = Math.floor( width * _pixelRatio );
  265. _canvas.height = Math.floor( height * _pixelRatio );
  266. if ( updateStyle !== false ) {
  267. _canvas.style.width = width + 'px';
  268. _canvas.style.height = height + 'px';
  269. }
  270. this.setViewport( 0, 0, width, height );
  271. };
  272. this.getDrawingBufferSize = function ( target ) {
  273. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  274. };
  275. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  276. _width = width;
  277. _height = height;
  278. _pixelRatio = pixelRatio;
  279. _canvas.width = Math.floor( width * pixelRatio );
  280. _canvas.height = Math.floor( height * pixelRatio );
  281. this.setViewport( 0, 0, width, height );
  282. };
  283. this.getCurrentViewport = function ( target ) {
  284. return target.copy( _currentViewport );
  285. };
  286. this.getViewport = function ( target ) {
  287. return target.copy( _viewport );
  288. };
  289. this.setViewport = function ( x, y, width, height ) {
  290. if ( x.isVector4 ) {
  291. _viewport.set( x.x, x.y, x.z, x.w );
  292. } else {
  293. _viewport.set( x, y, width, height );
  294. }
  295. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  296. };
  297. this.getScissor = function ( target ) {
  298. return target.copy( _scissor );
  299. };
  300. this.setScissor = function ( x, y, width, height ) {
  301. if ( x.isVector4 ) {
  302. _scissor.set( x.x, x.y, x.z, x.w );
  303. } else {
  304. _scissor.set( x, y, width, height );
  305. }
  306. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  307. };
  308. this.getScissorTest = function () {
  309. return _scissorTest;
  310. };
  311. this.setScissorTest = function ( boolean ) {
  312. state.setScissorTest( _scissorTest = boolean );
  313. };
  314. this.setOpaqueSort = function ( method ) {
  315. _opaqueSort = method;
  316. };
  317. this.setTransparentSort = function ( method ) {
  318. _transparentSort = method;
  319. };
  320. // Clearing
  321. this.getClearColor = function ( target ) {
  322. return target.copy( background.getClearColor() );
  323. };
  324. this.setClearColor = function () {
  325. background.setClearColor.apply( background, arguments );
  326. };
  327. this.getClearAlpha = function () {
  328. return background.getClearAlpha();
  329. };
  330. this.setClearAlpha = function () {
  331. background.setClearAlpha.apply( background, arguments );
  332. };
  333. this.clear = function ( color = true, depth = true, stencil = true ) {
  334. let bits = 0;
  335. if ( color ) bits |= _gl.COLOR_BUFFER_BIT;
  336. if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  337. if ( stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  338. _gl.clear( bits );
  339. };
  340. this.clearColor = function () {
  341. this.clear( true, false, false );
  342. };
  343. this.clearDepth = function () {
  344. this.clear( false, true, false );
  345. };
  346. this.clearStencil = function () {
  347. this.clear( false, false, true );
  348. };
  349. //
  350. this.dispose = function () {
  351. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  352. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  353. renderLists.dispose();
  354. renderStates.dispose();
  355. properties.dispose();
  356. cubemaps.dispose();
  357. cubeuvmaps.dispose();
  358. objects.dispose();
  359. bindingStates.dispose();
  360. programCache.dispose();
  361. xr.dispose();
  362. xr.removeEventListener( 'sessionstart', onXRSessionStart );
  363. xr.removeEventListener( 'sessionend', onXRSessionEnd );
  364. if ( _transmissionRenderTarget ) {
  365. _transmissionRenderTarget.dispose();
  366. _transmissionRenderTarget = null;
  367. }
  368. animation.stop();
  369. };
  370. // Events
  371. function onContextLost( event ) {
  372. event.preventDefault();
  373. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  374. _isContextLost = true;
  375. }
  376. function onContextRestore( /* event */ ) {
  377. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  378. _isContextLost = false;
  379. const infoAutoReset = info.autoReset;
  380. const shadowMapEnabled = shadowMap.enabled;
  381. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  382. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  383. const shadowMapType = shadowMap.type;
  384. initGLContext();
  385. info.autoReset = infoAutoReset;
  386. shadowMap.enabled = shadowMapEnabled;
  387. shadowMap.autoUpdate = shadowMapAutoUpdate;
  388. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  389. shadowMap.type = shadowMapType;
  390. }
  391. function onMaterialDispose( event ) {
  392. const material = event.target;
  393. material.removeEventListener( 'dispose', onMaterialDispose );
  394. deallocateMaterial( material );
  395. }
  396. // Buffer deallocation
  397. function deallocateMaterial( material ) {
  398. releaseMaterialProgramReferences( material );
  399. properties.remove( material );
  400. }
  401. function releaseMaterialProgramReferences( material ) {
  402. const programs = properties.get( material ).programs;
  403. if ( programs !== undefined ) {
  404. programs.forEach( function ( program ) {
  405. programCache.releaseProgram( program );
  406. } );
  407. if ( material.isShaderMaterial ) {
  408. programCache.releaseShaderCache( material );
  409. }
  410. }
  411. }
  412. // Buffer rendering
  413. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  414. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  415. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  416. const program = setProgram( camera, scene, geometry, material, object );
  417. state.setMaterial( material, frontFaceCW );
  418. //
  419. let index = geometry.index;
  420. const position = geometry.attributes.position;
  421. //
  422. if ( index === null ) {
  423. if ( position === undefined || position.count === 0 ) return;
  424. } else if ( index.count === 0 ) {
  425. return;
  426. }
  427. //
  428. let rangeFactor = 1;
  429. if ( material.wireframe === true ) {
  430. index = geometries.getWireframeAttribute( geometry );
  431. rangeFactor = 2;
  432. }
  433. bindingStates.setup( object, material, program, geometry, index );
  434. let attribute;
  435. let renderer = bufferRenderer;
  436. if ( index !== null ) {
  437. attribute = attributes.get( index );
  438. renderer = indexedBufferRenderer;
  439. renderer.setIndex( attribute );
  440. }
  441. //
  442. const dataCount = ( index !== null ) ? index.count : position.count;
  443. const rangeStart = geometry.drawRange.start * rangeFactor;
  444. const rangeCount = geometry.drawRange.count * rangeFactor;
  445. const groupStart = group !== null ? group.start * rangeFactor : 0;
  446. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  447. const drawStart = Math.max( rangeStart, groupStart );
  448. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  449. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  450. if ( drawCount === 0 ) return;
  451. //
  452. if ( object.isMesh ) {
  453. if ( material.wireframe === true ) {
  454. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  455. renderer.setMode( _gl.LINES );
  456. } else {
  457. renderer.setMode( _gl.TRIANGLES );
  458. }
  459. } else if ( object.isLine ) {
  460. let lineWidth = material.linewidth;
  461. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  462. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  463. if ( object.isLineSegments ) {
  464. renderer.setMode( _gl.LINES );
  465. } else if ( object.isLineLoop ) {
  466. renderer.setMode( _gl.LINE_LOOP );
  467. } else {
  468. renderer.setMode( _gl.LINE_STRIP );
  469. }
  470. } else if ( object.isPoints ) {
  471. renderer.setMode( _gl.POINTS );
  472. } else if ( object.isSprite ) {
  473. renderer.setMode( _gl.TRIANGLES );
  474. }
  475. if ( object.isInstancedMesh ) {
  476. renderer.renderInstances( drawStart, drawCount, object.count );
  477. } else if ( geometry.isInstancedBufferGeometry ) {
  478. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  479. renderer.renderInstances( drawStart, drawCount, instanceCount );
  480. } else {
  481. renderer.render( drawStart, drawCount );
  482. }
  483. };
  484. // Compile
  485. this.compile = function ( scene, camera ) {
  486. currentRenderState = renderStates.get( scene );
  487. currentRenderState.init();
  488. renderStateStack.push( currentRenderState );
  489. scene.traverseVisible( function ( object ) {
  490. if ( object.isLight && object.layers.test( camera.layers ) ) {
  491. currentRenderState.pushLight( object );
  492. if ( object.castShadow ) {
  493. currentRenderState.pushShadow( object );
  494. }
  495. }
  496. } );
  497. currentRenderState.setupLights( _this.physicallyCorrectLights );
  498. scene.traverse( function ( object ) {
  499. const material = object.material;
  500. if ( material ) {
  501. if ( Array.isArray( material ) ) {
  502. for ( let i = 0; i < material.length; i ++ ) {
  503. const material2 = material[ i ];
  504. getProgram( material2, scene, object );
  505. }
  506. } else {
  507. getProgram( material, scene, object );
  508. }
  509. }
  510. } );
  511. renderStateStack.pop();
  512. currentRenderState = null;
  513. };
  514. // Animation Loop
  515. let onAnimationFrameCallback = null;
  516. function onAnimationFrame( time ) {
  517. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  518. }
  519. function onXRSessionStart() {
  520. animation.stop();
  521. }
  522. function onXRSessionEnd() {
  523. animation.start();
  524. }
  525. const animation = new WebGLAnimation();
  526. animation.setAnimationLoop( onAnimationFrame );
  527. if ( typeof self !== 'undefined' ) animation.setContext( self );
  528. this.setAnimationLoop = function ( callback ) {
  529. onAnimationFrameCallback = callback;
  530. xr.setAnimationLoop( callback );
  531. ( callback === null ) ? animation.stop() : animation.start();
  532. };
  533. xr.addEventListener( 'sessionstart', onXRSessionStart );
  534. xr.addEventListener( 'sessionend', onXRSessionEnd );
  535. // Rendering
  536. this.render = function ( scene, camera ) {
  537. if ( camera !== undefined && camera.isCamera !== true ) {
  538. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  539. return;
  540. }
  541. if ( _isContextLost === true ) return;
  542. // update scene graph
  543. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  544. // update camera matrices and frustum
  545. if ( camera.parent === null ) camera.updateMatrixWorld();
  546. if ( xr.enabled === true && xr.isPresenting === true ) {
  547. if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
  548. camera = xr.getCamera(); // use XR camera for rendering
  549. }
  550. //
  551. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
  552. currentRenderState = renderStates.get( scene, renderStateStack.length );
  553. currentRenderState.init();
  554. renderStateStack.push( currentRenderState );
  555. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  556. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  557. _localClippingEnabled = this.localClippingEnabled;
  558. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  559. currentRenderList = renderLists.get( scene, renderListStack.length );
  560. currentRenderList.init();
  561. renderListStack.push( currentRenderList );
  562. projectObject( scene, camera, 0, _this.sortObjects );
  563. currentRenderList.finish();
  564. if ( _this.sortObjects === true ) {
  565. currentRenderList.sort( _opaqueSort, _transparentSort );
  566. }
  567. //
  568. if ( _clippingEnabled === true ) clipping.beginShadows();
  569. const shadowsArray = currentRenderState.state.shadowsArray;
  570. shadowMap.render( shadowsArray, scene, camera );
  571. if ( _clippingEnabled === true ) clipping.endShadows();
  572. //
  573. if ( this.info.autoReset === true ) this.info.reset();
  574. //
  575. background.render( currentRenderList, scene );
  576. // render scene
  577. currentRenderState.setupLights( _this.physicallyCorrectLights );
  578. if ( camera.isArrayCamera ) {
  579. const cameras = camera.cameras;
  580. for ( let i = 0, l = cameras.length; i < l; i ++ ) {
  581. const camera2 = cameras[ i ];
  582. renderScene( currentRenderList, scene, camera2, camera2.viewport );
  583. }
  584. } else {
  585. renderScene( currentRenderList, scene, camera );
  586. }
  587. //
  588. if ( _currentRenderTarget !== null ) {
  589. // resolve multisample renderbuffers to a single-sample texture if necessary
  590. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  591. // Generate mipmap if we're using any kind of mipmap filtering
  592. textures.updateRenderTargetMipmap( _currentRenderTarget );
  593. }
  594. //
  595. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  596. // _gl.finish();
  597. bindingStates.resetDefaultState();
  598. _currentMaterialId = - 1;
  599. _currentCamera = null;
  600. renderStateStack.pop();
  601. if ( renderStateStack.length > 0 ) {
  602. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  603. } else {
  604. currentRenderState = null;
  605. }
  606. renderListStack.pop();
  607. if ( renderListStack.length > 0 ) {
  608. currentRenderList = renderListStack[ renderListStack.length - 1 ];
  609. } else {
  610. currentRenderList = null;
  611. }
  612. };
  613. function projectObject( object, camera, groupOrder, sortObjects ) {
  614. if ( object.visible === false ) return;
  615. const visible = object.layers.test( camera.layers );
  616. if ( visible ) {
  617. if ( object.isGroup ) {
  618. groupOrder = object.renderOrder;
  619. } else if ( object.isLOD ) {
  620. if ( object.autoUpdate === true ) object.update( camera );
  621. } else if ( object.isLight ) {
  622. currentRenderState.pushLight( object );
  623. if ( object.castShadow ) {
  624. currentRenderState.pushShadow( object );
  625. }
  626. } else if ( object.isSprite ) {
  627. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  628. if ( sortObjects ) {
  629. _vector3.setFromMatrixPosition( object.matrixWorld )
  630. .applyMatrix4( _projScreenMatrix );
  631. }
  632. const geometry = objects.update( object );
  633. const material = object.material;
  634. if ( material.visible ) {
  635. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  636. }
  637. }
  638. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  639. if ( object.isSkinnedMesh ) {
  640. // update skeleton only once in a frame
  641. if ( object.skeleton.frame !== info.render.frame ) {
  642. object.skeleton.update();
  643. object.skeleton.frame = info.render.frame;
  644. }
  645. }
  646. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  647. if ( sortObjects ) {
  648. _vector3.setFromMatrixPosition( object.matrixWorld )
  649. .applyMatrix4( _projScreenMatrix );
  650. }
  651. const geometry = objects.update( object );
  652. const material = object.material;
  653. if ( Array.isArray( material ) ) {
  654. const groups = geometry.groups;
  655. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  656. const group = groups[ i ];
  657. const groupMaterial = material[ group.materialIndex ];
  658. if ( groupMaterial && groupMaterial.visible ) {
  659. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  660. }
  661. }
  662. } else if ( material.visible ) {
  663. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  664. }
  665. }
  666. }
  667. }
  668. const children = object.children;
  669. for ( let i = 0, l = children.length; i < l; i ++ ) {
  670. projectObject( children[ i ], camera, groupOrder, sortObjects );
  671. }
  672. }
  673. function renderScene( currentRenderList, scene, camera, viewport ) {
  674. const opaqueObjects = currentRenderList.opaque;
  675. const transmissiveObjects = currentRenderList.transmissive;
  676. const transparentObjects = currentRenderList.transparent;
  677. currentRenderState.setupLightsView( camera );
  678. if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );
  679. if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
  680. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  681. if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
  682. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  683. // Ensure depth buffer writing is enabled so it can be cleared on next render
  684. state.buffers.depth.setTest( true );
  685. state.buffers.depth.setMask( true );
  686. state.buffers.color.setMask( true );
  687. state.setPolygonOffset( false );
  688. }
  689. function renderTransmissionPass( opaqueObjects, scene, camera ) {
  690. const isWebGL2 = capabilities.isWebGL2;
  691. if ( _transmissionRenderTarget === null ) {
  692. _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
  693. generateMipmaps: true,
  694. type: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,
  695. minFilter: LinearMipmapLinearFilter,
  696. samples: ( isWebGL2 && _antialias === true ) ? 4 : 0
  697. } );
  698. }
  699. _this.getDrawingBufferSize( _vector2 );
  700. if ( isWebGL2 ) {
  701. _transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
  702. } else {
  703. _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );
  704. }
  705. //
  706. const currentRenderTarget = _this.getRenderTarget();
  707. _this.setRenderTarget( _transmissionRenderTarget );
  708. _this.clear();
  709. // Turn off the features which can affect the frag color for opaque objects pass.
  710. // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  711. const currentToneMapping = _this.toneMapping;
  712. _this.toneMapping = NoToneMapping;
  713. renderObjects( opaqueObjects, scene, camera );
  714. _this.toneMapping = currentToneMapping;
  715. textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
  716. textures.updateRenderTargetMipmap( _transmissionRenderTarget );
  717. _this.setRenderTarget( currentRenderTarget );
  718. }
  719. function renderObjects( renderList, scene, camera ) {
  720. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  721. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  722. const renderItem = renderList[ i ];
  723. const object = renderItem.object;
  724. const geometry = renderItem.geometry;
  725. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  726. const group = renderItem.group;
  727. if ( object.layers.test( camera.layers ) ) {
  728. renderObject( object, scene, camera, geometry, material, group );
  729. }
  730. }
  731. }
  732. function renderObject( object, scene, camera, geometry, material, group ) {
  733. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  734. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  735. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  736. material.onBeforeRender( _this, scene, camera, geometry, object, group );
  737. if ( material.transparent === true && material.side === DoubleSide ) {
  738. material.side = BackSide;
  739. material.needsUpdate = true;
  740. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  741. material.side = FrontSide;
  742. material.needsUpdate = true;
  743. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  744. material.side = DoubleSide;
  745. } else {
  746. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  747. }
  748. object.onAfterRender( _this, scene, camera, geometry, material, group );
  749. }
  750. function getProgram( material, scene, object ) {
  751. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  752. const materialProperties = properties.get( material );
  753. const lights = currentRenderState.state.lights;
  754. const shadowsArray = currentRenderState.state.shadowsArray;
  755. const lightsStateVersion = lights.state.version;
  756. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  757. const programCacheKey = programCache.getProgramCacheKey( parameters );
  758. let programs = materialProperties.programs;
  759. // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  760. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  761. materialProperties.fog = scene.fog;
  762. materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
  763. if ( programs === undefined ) {
  764. // new material
  765. material.addEventListener( 'dispose', onMaterialDispose );
  766. programs = new Map();
  767. materialProperties.programs = programs;
  768. }
  769. let program = programs.get( programCacheKey );
  770. if ( program !== undefined ) {
  771. // early out if program and light state is identical
  772. if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
  773. updateCommonMaterialProperties( material, parameters );
  774. return program;
  775. }
  776. } else {
  777. parameters.uniforms = programCache.getUniforms( material );
  778. material.onBuild( object, parameters, _this );
  779. material.onBeforeCompile( parameters, _this );
  780. program = programCache.acquireProgram( parameters, programCacheKey );
  781. programs.set( programCacheKey, program );
  782. materialProperties.uniforms = parameters.uniforms;
  783. }
  784. const uniforms = materialProperties.uniforms;
  785. if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
  786. uniforms.clippingPlanes = clipping.uniform;
  787. }
  788. updateCommonMaterialProperties( material, parameters );
  789. // store the light setup it was created for
  790. materialProperties.needsLights = materialNeedsLights( material );
  791. materialProperties.lightsStateVersion = lightsStateVersion;
  792. if ( materialProperties.needsLights ) {
  793. // wire up the material to this renderer's lighting state
  794. uniforms.ambientLightColor.value = lights.state.ambient;
  795. uniforms.lightProbe.value = lights.state.probe;
  796. uniforms.directionalLights.value = lights.state.directional;
  797. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  798. uniforms.spotLights.value = lights.state.spot;
  799. uniforms.spotLightShadows.value = lights.state.spotShadow;
  800. uniforms.rectAreaLights.value = lights.state.rectArea;
  801. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  802. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  803. uniforms.pointLights.value = lights.state.point;
  804. uniforms.pointLightShadows.value = lights.state.pointShadow;
  805. uniforms.hemisphereLights.value = lights.state.hemi;
  806. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  807. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  808. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  809. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  810. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  811. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  812. // TODO (abelnation): add area lights shadow info to uniforms
  813. }
  814. const progUniforms = program.getUniforms();
  815. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  816. materialProperties.currentProgram = program;
  817. materialProperties.uniformsList = uniformsList;
  818. return program;
  819. }
  820. function updateCommonMaterialProperties( material, parameters ) {
  821. const materialProperties = properties.get( material );
  822. materialProperties.outputEncoding = parameters.outputEncoding;
  823. materialProperties.instancing = parameters.instancing;
  824. materialProperties.skinning = parameters.skinning;
  825. materialProperties.morphTargets = parameters.morphTargets;
  826. materialProperties.morphNormals = parameters.morphNormals;
  827. materialProperties.morphColors = parameters.morphColors;
  828. materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  829. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  830. materialProperties.numIntersection = parameters.numClipIntersection;
  831. materialProperties.vertexAlphas = parameters.vertexAlphas;
  832. materialProperties.vertexTangents = parameters.vertexTangents;
  833. materialProperties.toneMapping = parameters.toneMapping;
  834. }
  835. function setProgram( camera, scene, geometry, material, object ) {
  836. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  837. textures.resetTextureUnits();
  838. const fog = scene.fog;
  839. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  840. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding );
  841. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  842. const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
  843. const vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;
  844. const morphTargets = !! geometry.morphAttributes.position;
  845. const morphNormals = !! geometry.morphAttributes.normal;
  846. const morphColors = !! geometry.morphAttributes.color;
  847. const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;
  848. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  849. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  850. const materialProperties = properties.get( material );
  851. const lights = currentRenderState.state.lights;
  852. if ( _clippingEnabled === true ) {
  853. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  854. const useCache =
  855. camera === _currentCamera &&
  856. material.id === _currentMaterialId;
  857. // we might want to call this function with some ClippingGroup
  858. // object instead of the material, once it becomes feasible
  859. // (#8465, #8379)
  860. clipping.setState( material, camera, useCache );
  861. }
  862. }
  863. //
  864. let needsProgramChange = false;
  865. if ( material.version === materialProperties.__version ) {
  866. if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  867. needsProgramChange = true;
  868. } else if ( materialProperties.outputEncoding !== encoding ) {
  869. needsProgramChange = true;
  870. } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
  871. needsProgramChange = true;
  872. } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
  873. needsProgramChange = true;
  874. } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
  875. needsProgramChange = true;
  876. } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
  877. needsProgramChange = true;
  878. } else if ( materialProperties.envMap !== envMap ) {
  879. needsProgramChange = true;
  880. } else if ( material.fog && materialProperties.fog !== fog ) {
  881. needsProgramChange = true;
  882. } else if ( materialProperties.numClippingPlanes !== undefined &&
  883. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  884. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  885. needsProgramChange = true;
  886. } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
  887. needsProgramChange = true;
  888. } else if ( materialProperties.vertexTangents !== vertexTangents ) {
  889. needsProgramChange = true;
  890. } else if ( materialProperties.morphTargets !== morphTargets ) {
  891. needsProgramChange = true;
  892. } else if ( materialProperties.morphNormals !== morphNormals ) {
  893. needsProgramChange = true;
  894. } else if ( materialProperties.morphColors !== morphColors ) {
  895. needsProgramChange = true;
  896. } else if ( materialProperties.toneMapping !== toneMapping ) {
  897. needsProgramChange = true;
  898. } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
  899. needsProgramChange = true;
  900. }
  901. } else {
  902. needsProgramChange = true;
  903. materialProperties.__version = material.version;
  904. }
  905. //
  906. let program = materialProperties.currentProgram;
  907. if ( needsProgramChange === true ) {
  908. program = getProgram( material, scene, object );
  909. }
  910. let refreshProgram = false;
  911. let refreshMaterial = false;
  912. let refreshLights = false;
  913. const p_uniforms = program.getUniforms(),
  914. m_uniforms = materialProperties.uniforms;
  915. if ( state.useProgram( program.program ) ) {
  916. refreshProgram = true;
  917. refreshMaterial = true;
  918. refreshLights = true;
  919. }
  920. if ( material.id !== _currentMaterialId ) {
  921. _currentMaterialId = material.id;
  922. refreshMaterial = true;
  923. }
  924. if ( refreshProgram || _currentCamera !== camera ) {
  925. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  926. if ( capabilities.logarithmicDepthBuffer ) {
  927. p_uniforms.setValue( _gl, 'logDepthBufFC',
  928. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  929. }
  930. if ( _currentCamera !== camera ) {
  931. _currentCamera = camera;
  932. // lighting uniforms depend on the camera so enforce an update
  933. // now, in case this material supports lights - or later, when
  934. // the next material that does gets activated:
  935. refreshMaterial = true; // set to true on material change
  936. refreshLights = true; // remains set until update done
  937. }
  938. // load material specific uniforms
  939. // (shader material also gets them for the sake of genericity)
  940. if ( material.isShaderMaterial ||
  941. material.isMeshPhongMaterial ||
  942. material.isMeshToonMaterial ||
  943. material.isMeshStandardMaterial ||
  944. material.envMap ) {
  945. const uCamPos = p_uniforms.map.cameraPosition;
  946. if ( uCamPos !== undefined ) {
  947. uCamPos.setValue( _gl,
  948. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  949. }
  950. }
  951. if ( material.isMeshPhongMaterial ||
  952. material.isMeshToonMaterial ||
  953. material.isMeshLambertMaterial ||
  954. material.isMeshBasicMaterial ||
  955. material.isMeshStandardMaterial ||
  956. material.isShaderMaterial ) {
  957. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  958. }
  959. if ( material.isMeshPhongMaterial ||
  960. material.isMeshToonMaterial ||
  961. material.isMeshLambertMaterial ||
  962. material.isMeshBasicMaterial ||
  963. material.isMeshStandardMaterial ||
  964. material.isShaderMaterial ||
  965. material.isShadowMaterial ||
  966. object.isSkinnedMesh ) {
  967. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  968. }
  969. }
  970. // skinning and morph target uniforms must be set even if material didn't change
  971. // auto-setting of texture unit for bone and morph texture must go before other textures
  972. // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
  973. if ( object.isSkinnedMesh ) {
  974. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  975. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  976. const skeleton = object.skeleton;
  977. if ( skeleton ) {
  978. if ( capabilities.floatVertexTextures ) {
  979. if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
  980. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  981. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  982. } else {
  983. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  984. }
  985. }
  986. }
  987. const morphAttributes = geometry.morphAttributes;
  988. if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {
  989. morphtargets.update( object, geometry, material, program );
  990. }
  991. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  992. materialProperties.receiveShadow = object.receiveShadow;
  993. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  994. }
  995. if ( refreshMaterial ) {
  996. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  997. if ( materialProperties.needsLights ) {
  998. // the current material requires lighting info
  999. // note: all lighting uniforms are always set correctly
  1000. // they simply reference the renderer's state for their
  1001. // values
  1002. //
  1003. // use the current material's .needsUpdate flags to set
  1004. // the GL state when required
  1005. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1006. }
  1007. // refresh uniforms common to several materials
  1008. if ( fog && material.fog ) {
  1009. materials.refreshFogUniforms( m_uniforms, fog );
  1010. }
  1011. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
  1012. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1013. }
  1014. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  1015. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1016. material.uniformsNeedUpdate = false;
  1017. }
  1018. if ( material.isSpriteMaterial ) {
  1019. p_uniforms.setValue( _gl, 'center', object.center );
  1020. }
  1021. // common matrices
  1022. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1023. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1024. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1025. return program;
  1026. }
  1027. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1028. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1029. uniforms.ambientLightColor.needsUpdate = value;
  1030. uniforms.lightProbe.needsUpdate = value;
  1031. uniforms.directionalLights.needsUpdate = value;
  1032. uniforms.directionalLightShadows.needsUpdate = value;
  1033. uniforms.pointLights.needsUpdate = value;
  1034. uniforms.pointLightShadows.needsUpdate = value;
  1035. uniforms.spotLights.needsUpdate = value;
  1036. uniforms.spotLightShadows.needsUpdate = value;
  1037. uniforms.rectAreaLights.needsUpdate = value;
  1038. uniforms.hemisphereLights.needsUpdate = value;
  1039. }
  1040. function materialNeedsLights( material ) {
  1041. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1042. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1043. ( material.isShaderMaterial && material.lights === true );
  1044. }
  1045. this.getActiveCubeFace = function () {
  1046. return _currentActiveCubeFace;
  1047. };
  1048. this.getActiveMipmapLevel = function () {
  1049. return _currentActiveMipmapLevel;
  1050. };
  1051. this.getRenderTarget = function () {
  1052. return _currentRenderTarget;
  1053. };
  1054. this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
  1055. properties.get( renderTarget.texture ).__webglTexture = colorTexture;
  1056. properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
  1057. const renderTargetProperties = properties.get( renderTarget );
  1058. renderTargetProperties.__hasExternalTextures = true;
  1059. if ( renderTargetProperties.__hasExternalTextures ) {
  1060. renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
  1061. if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
  1062. // The multisample_render_to_texture extension doesn't work properly if there
  1063. // are midframe flushes and an external depth buffer. Disable use of the extension.
  1064. if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
  1065. console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
  1066. renderTargetProperties.__useRenderToTexture = false;
  1067. }
  1068. }
  1069. }
  1070. };
  1071. this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
  1072. const renderTargetProperties = properties.get( renderTarget );
  1073. renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
  1074. renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
  1075. };
  1076. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1077. _currentRenderTarget = renderTarget;
  1078. _currentActiveCubeFace = activeCubeFace;
  1079. _currentActiveMipmapLevel = activeMipmapLevel;
  1080. let useDefaultFramebuffer = true;
  1081. if ( renderTarget ) {
  1082. const renderTargetProperties = properties.get( renderTarget );
  1083. if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
  1084. // We need to make sure to rebind the framebuffer.
  1085. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1086. useDefaultFramebuffer = false;
  1087. } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
  1088. textures.setupRenderTarget( renderTarget );
  1089. } else if ( renderTargetProperties.__hasExternalTextures ) {
  1090. // Color and depth texture must be rebound in order for the swapchain to update.
  1091. textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
  1092. }
  1093. }
  1094. let framebuffer = null;
  1095. let isCube = false;
  1096. let isRenderTarget3D = false;
  1097. if ( renderTarget ) {
  1098. const texture = renderTarget.texture;
  1099. if ( texture.isData3DTexture || texture.isDataArrayTexture ) {
  1100. isRenderTarget3D = true;
  1101. }
  1102. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1103. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1104. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1105. isCube = true;
  1106. } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
  1107. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1108. } else {
  1109. framebuffer = __webglFramebuffer;
  1110. }
  1111. _currentViewport.copy( renderTarget.viewport );
  1112. _currentScissor.copy( renderTarget.scissor );
  1113. _currentScissorTest = renderTarget.scissorTest;
  1114. } else {
  1115. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1116. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1117. _currentScissorTest = _scissorTest;
  1118. }
  1119. const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1120. if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
  1121. state.drawBuffers( renderTarget, framebuffer );
  1122. }
  1123. state.viewport( _currentViewport );
  1124. state.scissor( _currentScissor );
  1125. state.setScissorTest( _currentScissorTest );
  1126. if ( isCube ) {
  1127. const textureProperties = properties.get( renderTarget.texture );
  1128. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1129. } else if ( isRenderTarget3D ) {
  1130. const textureProperties = properties.get( renderTarget.texture );
  1131. const layer = activeCubeFace || 0;
  1132. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1133. }
  1134. _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
  1135. };
  1136. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1137. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1138. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1139. return;
  1140. }
  1141. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1142. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1143. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1144. }
  1145. if ( framebuffer ) {
  1146. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1147. try {
  1148. const texture = renderTarget.texture;
  1149. const textureFormat = texture.format;
  1150. const textureType = texture.type;
  1151. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1152. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1153. return;
  1154. }
  1155. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1156. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  1157. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1158. ! halfFloatSupportedByExt ) {
  1159. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1160. return;
  1161. }
  1162. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1163. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1164. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1165. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1166. }
  1167. } else {
  1168. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1169. }
  1170. } finally {
  1171. // restore framebuffer of current render target if necessary
  1172. const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  1173. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1174. }
  1175. }
  1176. };
  1177. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1178. if ( texture.isFramebufferTexture !== true ) {
  1179. console.error( 'THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.' );
  1180. return;
  1181. }
  1182. const levelScale = Math.pow( 2, - level );
  1183. const width = Math.floor( texture.image.width * levelScale );
  1184. const height = Math.floor( texture.image.height * levelScale );
  1185. textures.setTexture2D( texture, 0 );
  1186. _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );
  1187. state.unbindTexture();
  1188. };
  1189. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1190. const width = srcTexture.image.width;
  1191. const height = srcTexture.image.height;
  1192. const glFormat = utils.convert( dstTexture.format );
  1193. const glType = utils.convert( dstTexture.type );
  1194. textures.setTexture2D( dstTexture, 0 );
  1195. // As another texture upload may have changed pixelStorei
  1196. // parameters, make sure they are correct for the dstTexture
  1197. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1198. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1199. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1200. if ( srcTexture.isDataTexture ) {
  1201. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1202. } else {
  1203. if ( srcTexture.isCompressedTexture ) {
  1204. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1205. } else {
  1206. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1207. }
  1208. }
  1209. // Generate mipmaps only when copying level 0
  1210. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1211. state.unbindTexture();
  1212. };
  1213. this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
  1214. if ( _this.isWebGL1Renderer ) {
  1215. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  1216. return;
  1217. }
  1218. const width = sourceBox.max.x - sourceBox.min.x + 1;
  1219. const height = sourceBox.max.y - sourceBox.min.y + 1;
  1220. const depth = sourceBox.max.z - sourceBox.min.z + 1;
  1221. const glFormat = utils.convert( dstTexture.format );
  1222. const glType = utils.convert( dstTexture.type );
  1223. let glTarget;
  1224. if ( dstTexture.isData3DTexture ) {
  1225. textures.setTexture3D( dstTexture, 0 );
  1226. glTarget = _gl.TEXTURE_3D;
  1227. } else if ( dstTexture.isDataArrayTexture ) {
  1228. textures.setTexture2DArray( dstTexture, 0 );
  1229. glTarget = _gl.TEXTURE_2D_ARRAY;
  1230. } else {
  1231. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1232. return;
  1233. }
  1234. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1235. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1236. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1237. const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  1238. const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  1239. const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  1240. const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  1241. const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
  1242. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;
  1243. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
  1244. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
  1245. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  1246. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  1247. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
  1248. if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
  1249. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
  1250. } else {
  1251. if ( srcTexture.isCompressedTexture ) {
  1252. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
  1253. _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
  1254. } else {
  1255. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
  1256. }
  1257. }
  1258. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  1259. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  1260. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  1261. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  1262. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
  1263. // Generate mipmaps only when copying level 0
  1264. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
  1265. state.unbindTexture();
  1266. };
  1267. this.initTexture = function ( texture ) {
  1268. textures.setTexture2D( texture, 0 );
  1269. state.unbindTexture();
  1270. };
  1271. this.resetState = function () {
  1272. _currentActiveCubeFace = 0;
  1273. _currentActiveMipmapLevel = 0;
  1274. _currentRenderTarget = null;
  1275. state.reset();
  1276. bindingStates.reset();
  1277. };
  1278. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1279. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  1280. }
  1281. }
  1282. WebGLRenderer.prototype.isWebGLRenderer = true;
  1283. export { WebGLRenderer };