WebGLRenderer.js 51 KB

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  1. import {
  2. RGBAFormat,
  3. HalfFloatType,
  4. FloatType,
  5. UnsignedByteType,
  6. LinearEncoding,
  7. NoToneMapping
  8. } from '../constants.js';
  9. import { MathUtils } from '../math/MathUtils.js';
  10. import { DataTexture } from '../textures/DataTexture.js';
  11. import { Frustum } from '../math/Frustum.js';
  12. import { Matrix4 } from '../math/Matrix4.js';
  13. import { Vector2 } from '../math/Vector2.js';
  14. import { Vector3 } from '../math/Vector3.js';
  15. import { Vector4 } from '../math/Vector4.js';
  16. import { Color } from '../math/Color.js';
  17. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  18. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  19. import { WebGLBackground } from './webgl/WebGLBackground.js';
  20. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  21. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  22. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  23. import { WebGLClipping } from './webgl/WebGLClipping.js';
  24. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  25. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  26. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  27. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  28. import { WebGLInfo } from './webgl/WebGLInfo.js';
  29. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  30. import { WebGLObjects } from './webgl/WebGLObjects.js';
  31. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  32. import { WebGLProperties } from './webgl/WebGLProperties.js';
  33. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  34. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  35. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  36. import { WebGLState } from './webgl/WebGLState.js';
  37. import { WebGLTextures } from './webgl/WebGLTextures.js';
  38. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  39. import { WebGLUtils } from './webgl/WebGLUtils.js';
  40. import { WebXRManager } from './webxr/WebXRManager.js';
  41. import { WebGLMaterials } from './webgl/WebGLMaterials.js';
  42. function createCanvasElement() {
  43. const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  44. canvas.style.display = 'block';
  45. return canvas;
  46. }
  47. function WebGLRenderer( parameters ) {
  48. parameters = parameters || {};
  49. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  50. _context = parameters.context !== undefined ? parameters.context : null,
  51. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  52. _depth = parameters.depth !== undefined ? parameters.depth : true,
  53. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  56. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  57. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  58. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  59. let currentRenderList = null;
  60. let currentRenderState = null;
  61. // render() can be called from within a callback triggered by another render.
  62. // We track this so that the nested render call gets its state isolated from the parent render call.
  63. const renderStateStack = [];
  64. // public properties
  65. this.domElement = _canvas;
  66. // Debug configuration container
  67. this.debug = {
  68. /**
  69. * Enables error checking and reporting when shader programs are being compiled
  70. * @type {boolean}
  71. */
  72. checkShaderErrors: true
  73. };
  74. // clearing
  75. this.autoClear = true;
  76. this.autoClearColor = true;
  77. this.autoClearDepth = true;
  78. this.autoClearStencil = true;
  79. // scene graph
  80. this.sortObjects = true;
  81. // user-defined clipping
  82. this.clippingPlanes = [];
  83. this.localClippingEnabled = false;
  84. // physically based shading
  85. this.gammaFactor = 2.0; // for backwards compatibility
  86. this.outputEncoding = LinearEncoding;
  87. // physical lights
  88. this.physicallyCorrectLights = false;
  89. // tone mapping
  90. this.toneMapping = NoToneMapping;
  91. this.toneMappingExposure = 1.0;
  92. // morphs
  93. this.maxMorphTargets = 8;
  94. this.maxMorphNormals = 4;
  95. // internal properties
  96. const _this = this;
  97. let _isContextLost = false;
  98. // internal state cache
  99. let _framebuffer = null;
  100. let _currentActiveCubeFace = 0;
  101. let _currentActiveMipmapLevel = 0;
  102. let _currentRenderTarget = null;
  103. let _currentFramebuffer = null;
  104. let _currentMaterialId = - 1;
  105. let _currentCamera = null;
  106. const _currentViewport = new Vector4();
  107. const _currentScissor = new Vector4();
  108. let _currentScissorTest = null;
  109. //
  110. let _width = _canvas.width;
  111. let _height = _canvas.height;
  112. let _pixelRatio = 1;
  113. let _opaqueSort = null;
  114. let _transparentSort = null;
  115. const _viewport = new Vector4( 0, 0, _width, _height );
  116. const _scissor = new Vector4( 0, 0, _width, _height );
  117. let _scissorTest = false;
  118. // frustum
  119. const _frustum = new Frustum();
  120. // clipping
  121. let _clippingEnabled = false;
  122. let _localClippingEnabled = false;
  123. // camera matrices cache
  124. const _projScreenMatrix = new Matrix4();
  125. const _vector3 = new Vector3();
  126. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  127. function getTargetPixelRatio() {
  128. return _currentRenderTarget === null ? _pixelRatio : 1;
  129. }
  130. // initialize
  131. let _gl = _context;
  132. function getContext( contextNames, contextAttributes ) {
  133. for ( let i = 0; i < contextNames.length; i ++ ) {
  134. const contextName = contextNames[ i ];
  135. const context = _canvas.getContext( contextName, contextAttributes );
  136. if ( context !== null ) return context;
  137. }
  138. return null;
  139. }
  140. try {
  141. const contextAttributes = {
  142. alpha: _alpha,
  143. depth: _depth,
  144. stencil: _stencil,
  145. antialias: _antialias,
  146. premultipliedAlpha: _premultipliedAlpha,
  147. preserveDrawingBuffer: _preserveDrawingBuffer,
  148. powerPreference: _powerPreference,
  149. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  150. };
  151. // event listeners must be registered before WebGL context is created, see #12753
  152. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  153. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  154. if ( _gl === null ) {
  155. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  156. if ( _this.isWebGL1Renderer === true ) {
  157. contextNames.shift();
  158. }
  159. _gl = getContext( contextNames, contextAttributes );
  160. if ( _gl === null ) {
  161. if ( getContext( contextNames ) ) {
  162. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  163. } else {
  164. throw new Error( 'Error creating WebGL context.' );
  165. }
  166. }
  167. }
  168. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  169. if ( _gl.getShaderPrecisionFormat === undefined ) {
  170. _gl.getShaderPrecisionFormat = function () {
  171. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  172. };
  173. }
  174. } catch ( error ) {
  175. console.error( 'THREE.WebGLRenderer: ' + error.message );
  176. throw error;
  177. }
  178. let extensions, capabilities, state, info;
  179. let properties, textures, cubemaps, attributes, geometries, objects;
  180. let programCache, materials, renderLists, renderStates, clipping;
  181. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  182. let utils, bindingStates;
  183. function initGLContext() {
  184. extensions = new WebGLExtensions( _gl );
  185. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  186. extensions.init( capabilities );
  187. utils = new WebGLUtils( _gl, extensions, capabilities );
  188. state = new WebGLState( _gl, extensions, capabilities );
  189. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  190. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  191. info = new WebGLInfo( _gl );
  192. properties = new WebGLProperties();
  193. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  194. cubemaps = new WebGLCubeMaps( _this );
  195. attributes = new WebGLAttributes( _gl, capabilities );
  196. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  197. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  198. objects = new WebGLObjects( _gl, geometries, attributes, info );
  199. morphtargets = new WebGLMorphtargets( _gl );
  200. clipping = new WebGLClipping( properties );
  201. programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
  202. materials = new WebGLMaterials( properties );
  203. renderLists = new WebGLRenderLists( properties );
  204. renderStates = new WebGLRenderStates( extensions, capabilities );
  205. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  206. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  207. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  208. info.programs = programCache.programs;
  209. _this.capabilities = capabilities;
  210. _this.extensions = extensions;
  211. _this.properties = properties;
  212. _this.renderLists = renderLists;
  213. _this.state = state;
  214. _this.info = info;
  215. }
  216. initGLContext();
  217. // xr
  218. const xr = new WebXRManager( _this, _gl );
  219. this.xr = xr;
  220. // shadow map
  221. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  222. this.shadowMap = shadowMap;
  223. // API
  224. this.getContext = function () {
  225. return _gl;
  226. };
  227. this.getContextAttributes = function () {
  228. return _gl.getContextAttributes();
  229. };
  230. this.forceContextLoss = function () {
  231. const extension = extensions.get( 'WEBGL_lose_context' );
  232. if ( extension ) extension.loseContext();
  233. };
  234. this.forceContextRestore = function () {
  235. const extension = extensions.get( 'WEBGL_lose_context' );
  236. if ( extension ) extension.restoreContext();
  237. };
  238. this.getPixelRatio = function () {
  239. return _pixelRatio;
  240. };
  241. this.setPixelRatio = function ( value ) {
  242. if ( value === undefined ) return;
  243. _pixelRatio = value;
  244. this.setSize( _width, _height, false );
  245. };
  246. this.getSize = function ( target ) {
  247. if ( target === undefined ) {
  248. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  249. target = new Vector2();
  250. }
  251. return target.set( _width, _height );
  252. };
  253. this.setSize = function ( width, height, updateStyle ) {
  254. if ( xr.isPresenting ) {
  255. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  256. return;
  257. }
  258. _width = width;
  259. _height = height;
  260. _canvas.width = Math.floor( width * _pixelRatio );
  261. _canvas.height = Math.floor( height * _pixelRatio );
  262. if ( updateStyle !== false ) {
  263. _canvas.style.width = width + 'px';
  264. _canvas.style.height = height + 'px';
  265. }
  266. this.setViewport( 0, 0, width, height );
  267. };
  268. this.getDrawingBufferSize = function ( target ) {
  269. if ( target === undefined ) {
  270. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  271. target = new Vector2();
  272. }
  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. if ( target === undefined ) {
  285. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  286. target = new Vector4();
  287. }
  288. return target.copy( _currentViewport );
  289. };
  290. this.getViewport = function ( target ) {
  291. return target.copy( _viewport );
  292. };
  293. this.setViewport = function ( x, y, width, height ) {
  294. if ( x.isVector4 ) {
  295. _viewport.set( x.x, x.y, x.z, x.w );
  296. } else {
  297. _viewport.set( x, y, width, height );
  298. }
  299. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  300. };
  301. this.getScissor = function ( target ) {
  302. return target.copy( _scissor );
  303. };
  304. this.setScissor = function ( x, y, width, height ) {
  305. if ( x.isVector4 ) {
  306. _scissor.set( x.x, x.y, x.z, x.w );
  307. } else {
  308. _scissor.set( x, y, width, height );
  309. }
  310. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  311. };
  312. this.getScissorTest = function () {
  313. return _scissorTest;
  314. };
  315. this.setScissorTest = function ( boolean ) {
  316. state.setScissorTest( _scissorTest = boolean );
  317. };
  318. this.setOpaqueSort = function ( method ) {
  319. _opaqueSort = method;
  320. };
  321. this.setTransparentSort = function ( method ) {
  322. _transparentSort = method;
  323. };
  324. // Clearing
  325. this.getClearColor = function ( target ) {
  326. if ( target === undefined ) {
  327. console.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );
  328. target = new Color();
  329. }
  330. return target.copy( background.getClearColor() );
  331. };
  332. this.setClearColor = function () {
  333. background.setClearColor.apply( background, arguments );
  334. };
  335. this.getClearAlpha = function () {
  336. return background.getClearAlpha();
  337. };
  338. this.setClearAlpha = function () {
  339. background.setClearAlpha.apply( background, arguments );
  340. };
  341. this.clear = function ( color, depth, stencil ) {
  342. let bits = 0;
  343. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  344. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  345. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  346. _gl.clear( bits );
  347. };
  348. this.clearColor = function () {
  349. this.clear( true, false, false );
  350. };
  351. this.clearDepth = function () {
  352. this.clear( false, true, false );
  353. };
  354. this.clearStencil = function () {
  355. this.clear( false, false, true );
  356. };
  357. //
  358. this.dispose = function () {
  359. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  360. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  361. renderLists.dispose();
  362. renderStates.dispose();
  363. properties.dispose();
  364. cubemaps.dispose();
  365. objects.dispose();
  366. bindingStates.dispose();
  367. xr.dispose();
  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. initGLContext();
  380. }
  381. function onMaterialDispose( event ) {
  382. const material = event.target;
  383. material.removeEventListener( 'dispose', onMaterialDispose );
  384. deallocateMaterial( material );
  385. }
  386. // Buffer deallocation
  387. function deallocateMaterial( material ) {
  388. releaseMaterialProgramReference( material );
  389. properties.remove( material );
  390. }
  391. function releaseMaterialProgramReference( material ) {
  392. const programInfo = properties.get( material ).program;
  393. if ( programInfo !== undefined ) {
  394. programCache.releaseProgram( programInfo );
  395. }
  396. }
  397. // Buffer rendering
  398. function renderObjectImmediate( object, program ) {
  399. object.render( function ( object ) {
  400. _this.renderBufferImmediate( object, program );
  401. } );
  402. }
  403. this.renderBufferImmediate = function ( object, program ) {
  404. bindingStates.initAttributes();
  405. const buffers = properties.get( object );
  406. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  407. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  408. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  409. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  410. const programAttributes = program.getAttributes();
  411. if ( object.hasPositions ) {
  412. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  413. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  414. bindingStates.enableAttribute( programAttributes.position );
  415. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  416. }
  417. if ( object.hasNormals ) {
  418. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  419. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  420. bindingStates.enableAttribute( programAttributes.normal );
  421. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  422. }
  423. if ( object.hasUvs ) {
  424. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  425. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  426. bindingStates.enableAttribute( programAttributes.uv );
  427. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  428. }
  429. if ( object.hasColors ) {
  430. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  431. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  432. bindingStates.enableAttribute( programAttributes.color );
  433. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  434. }
  435. bindingStates.disableUnusedAttributes();
  436. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  437. object.count = 0;
  438. };
  439. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  440. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  441. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  442. const program = setProgram( camera, scene, material, object );
  443. state.setMaterial( material, frontFaceCW );
  444. //
  445. let index = geometry.index;
  446. const position = geometry.attributes.position;
  447. //
  448. if ( index === null ) {
  449. if ( position === undefined || position.count === 0 ) return;
  450. } else if ( index.count === 0 ) {
  451. return;
  452. }
  453. //
  454. let rangeFactor = 1;
  455. if ( material.wireframe === true ) {
  456. index = geometries.getWireframeAttribute( geometry );
  457. rangeFactor = 2;
  458. }
  459. if ( material.morphTargets || material.morphNormals ) {
  460. morphtargets.update( object, geometry, material, program );
  461. }
  462. bindingStates.setup( object, material, program, geometry, index );
  463. let attribute;
  464. let renderer = bufferRenderer;
  465. if ( index !== null ) {
  466. attribute = attributes.get( index );
  467. renderer = indexedBufferRenderer;
  468. renderer.setIndex( attribute );
  469. }
  470. //
  471. const dataCount = ( index !== null ) ? index.count : position.count;
  472. const rangeStart = geometry.drawRange.start * rangeFactor;
  473. const rangeCount = geometry.drawRange.count * rangeFactor;
  474. const groupStart = group !== null ? group.start * rangeFactor : 0;
  475. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  476. const drawStart = Math.max( rangeStart, groupStart );
  477. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  478. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  479. if ( drawCount === 0 ) return;
  480. //
  481. if ( object.isMesh ) {
  482. if ( material.wireframe === true ) {
  483. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  484. renderer.setMode( _gl.LINES );
  485. } else {
  486. renderer.setMode( _gl.TRIANGLES );
  487. }
  488. } else if ( object.isLine ) {
  489. let lineWidth = material.linewidth;
  490. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  491. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  492. if ( object.isLineSegments ) {
  493. renderer.setMode( _gl.LINES );
  494. } else if ( object.isLineLoop ) {
  495. renderer.setMode( _gl.LINE_LOOP );
  496. } else {
  497. renderer.setMode( _gl.LINE_STRIP );
  498. }
  499. } else if ( object.isPoints ) {
  500. renderer.setMode( _gl.POINTS );
  501. } else if ( object.isSprite ) {
  502. renderer.setMode( _gl.TRIANGLES );
  503. }
  504. if ( object.isInstancedMesh ) {
  505. renderer.renderInstances( drawStart, drawCount, object.count );
  506. } else if ( geometry.isInstancedBufferGeometry ) {
  507. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  508. renderer.renderInstances( drawStart, drawCount, instanceCount );
  509. } else {
  510. renderer.render( drawStart, drawCount );
  511. }
  512. };
  513. // Compile
  514. this.compile = function ( scene, camera ) {
  515. currentRenderState = renderStates.get( scene );
  516. currentRenderState.init();
  517. scene.traverseVisible( function ( object ) {
  518. if ( object.isLight && object.layers.test( camera.layers ) ) {
  519. currentRenderState.pushLight( object );
  520. if ( object.castShadow ) {
  521. currentRenderState.pushShadow( object );
  522. }
  523. }
  524. } );
  525. currentRenderState.setupLights();
  526. const compiled = new WeakMap();
  527. scene.traverse( function ( object ) {
  528. const material = object.material;
  529. if ( material ) {
  530. if ( Array.isArray( material ) ) {
  531. for ( let i = 0; i < material.length; i ++ ) {
  532. const material2 = material[ i ];
  533. if ( compiled.has( material2 ) === false ) {
  534. initMaterial( material2, scene, object );
  535. compiled.set( material2 );
  536. }
  537. }
  538. } else if ( compiled.has( material ) === false ) {
  539. initMaterial( material, scene, object );
  540. compiled.set( material );
  541. }
  542. }
  543. } );
  544. };
  545. // Animation Loop
  546. let onAnimationFrameCallback = null;
  547. function onAnimationFrame( time ) {
  548. if ( xr.isPresenting ) return;
  549. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  550. }
  551. const animation = new WebGLAnimation();
  552. animation.setAnimationLoop( onAnimationFrame );
  553. if ( typeof window !== 'undefined' ) animation.setContext( window );
  554. this.setAnimationLoop = function ( callback ) {
  555. onAnimationFrameCallback = callback;
  556. xr.setAnimationLoop( callback );
  557. ( callback === null ) ? animation.stop() : animation.start();
  558. };
  559. // Rendering
  560. this.render = function ( scene, camera ) {
  561. let renderTarget, forceClear;
  562. if ( arguments[ 2 ] !== undefined ) {
  563. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  564. renderTarget = arguments[ 2 ];
  565. }
  566. if ( arguments[ 3 ] !== undefined ) {
  567. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  568. forceClear = arguments[ 3 ];
  569. }
  570. if ( camera !== undefined && camera.isCamera !== true ) {
  571. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  572. return;
  573. }
  574. if ( _isContextLost === true ) return;
  575. // reset caching for this frame
  576. bindingStates.resetDefaultState();
  577. _currentMaterialId = - 1;
  578. _currentCamera = null;
  579. // update scene graph
  580. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  581. // update camera matrices and frustum
  582. if ( camera.parent === null ) camera.updateMatrixWorld();
  583. if ( xr.enabled === true && xr.isPresenting === true ) {
  584. camera = xr.getCamera( camera );
  585. }
  586. //
  587. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  588. currentRenderState = renderStates.get( scene, renderStateStack.length );
  589. currentRenderState.init();
  590. renderStateStack.push( currentRenderState );
  591. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  592. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  593. _localClippingEnabled = this.localClippingEnabled;
  594. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  595. currentRenderList = renderLists.get( scene, camera );
  596. currentRenderList.init();
  597. projectObject( scene, camera, 0, _this.sortObjects );
  598. currentRenderList.finish();
  599. if ( _this.sortObjects === true ) {
  600. currentRenderList.sort( _opaqueSort, _transparentSort );
  601. }
  602. //
  603. if ( _clippingEnabled === true ) clipping.beginShadows();
  604. const shadowsArray = currentRenderState.state.shadowsArray;
  605. shadowMap.render( shadowsArray, scene, camera );
  606. currentRenderState.setupLights();
  607. currentRenderState.setupLightsView( camera );
  608. if ( _clippingEnabled === true ) clipping.endShadows();
  609. //
  610. if ( this.info.autoReset === true ) this.info.reset();
  611. if ( renderTarget !== undefined ) {
  612. this.setRenderTarget( renderTarget );
  613. }
  614. //
  615. background.render( currentRenderList, scene, camera, forceClear );
  616. // render scene
  617. const opaqueObjects = currentRenderList.opaque;
  618. const transparentObjects = currentRenderList.transparent;
  619. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  620. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  621. //
  622. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  623. //
  624. if ( _currentRenderTarget !== null ) {
  625. // Generate mipmap if we're using any kind of mipmap filtering
  626. textures.updateRenderTargetMipmap( _currentRenderTarget );
  627. // resolve multisample renderbuffers to a single-sample texture if necessary
  628. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  629. }
  630. // Ensure depth buffer writing is enabled so it can be cleared on next render
  631. state.buffers.depth.setTest( true );
  632. state.buffers.depth.setMask( true );
  633. state.buffers.color.setMask( true );
  634. state.setPolygonOffset( false );
  635. // _gl.finish();
  636. renderStateStack.pop();
  637. if ( renderStateStack.length > 0 ) {
  638. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  639. } else {
  640. currentRenderState = null;
  641. }
  642. currentRenderList = null;
  643. };
  644. function projectObject( object, camera, groupOrder, sortObjects ) {
  645. if ( object.visible === false ) return;
  646. const visible = object.layers.test( camera.layers );
  647. if ( visible ) {
  648. if ( object.isGroup ) {
  649. groupOrder = object.renderOrder;
  650. } else if ( object.isLOD ) {
  651. if ( object.autoUpdate === true ) object.update( camera );
  652. } else if ( object.isLight ) {
  653. currentRenderState.pushLight( object );
  654. if ( object.castShadow ) {
  655. currentRenderState.pushShadow( object );
  656. }
  657. } else if ( object.isSprite ) {
  658. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  659. if ( sortObjects ) {
  660. _vector3.setFromMatrixPosition( object.matrixWorld )
  661. .applyMatrix4( _projScreenMatrix );
  662. }
  663. const geometry = objects.update( object );
  664. const material = object.material;
  665. if ( material.visible ) {
  666. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  667. }
  668. }
  669. } else if ( object.isImmediateRenderObject ) {
  670. if ( sortObjects ) {
  671. _vector3.setFromMatrixPosition( object.matrixWorld )
  672. .applyMatrix4( _projScreenMatrix );
  673. }
  674. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  675. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  676. if ( object.isSkinnedMesh ) {
  677. // update skeleton only once in a frame
  678. if ( object.skeleton.frame !== info.render.frame ) {
  679. object.skeleton.update();
  680. object.skeleton.frame = info.render.frame;
  681. }
  682. }
  683. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  684. if ( sortObjects ) {
  685. _vector3.setFromMatrixPosition( object.matrixWorld )
  686. .applyMatrix4( _projScreenMatrix );
  687. }
  688. const geometry = objects.update( object );
  689. const material = object.material;
  690. if ( Array.isArray( material ) ) {
  691. const groups = geometry.groups;
  692. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  693. const group = groups[ i ];
  694. const groupMaterial = material[ group.materialIndex ];
  695. if ( groupMaterial && groupMaterial.visible ) {
  696. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  697. }
  698. }
  699. } else if ( material.visible ) {
  700. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  701. }
  702. }
  703. }
  704. }
  705. const children = object.children;
  706. for ( let i = 0, l = children.length; i < l; i ++ ) {
  707. projectObject( children[ i ], camera, groupOrder, sortObjects );
  708. }
  709. }
  710. function renderObjects( renderList, scene, camera ) {
  711. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  712. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  713. const renderItem = renderList[ i ];
  714. const object = renderItem.object;
  715. const geometry = renderItem.geometry;
  716. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  717. const group = renderItem.group;
  718. if ( camera.isArrayCamera ) {
  719. const cameras = camera.cameras;
  720. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  721. const camera2 = cameras[ j ];
  722. if ( object.layers.test( camera2.layers ) ) {
  723. state.viewport( _currentViewport.copy( camera2.viewport ) );
  724. currentRenderState.setupLightsView( camera2 );
  725. renderObject( object, scene, camera2, geometry, material, group );
  726. }
  727. }
  728. } else {
  729. renderObject( object, scene, camera, geometry, material, group );
  730. }
  731. }
  732. }
  733. function renderObject( object, scene, camera, geometry, material, group ) {
  734. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  735. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  736. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  737. if ( object.isImmediateRenderObject ) {
  738. const program = setProgram( camera, scene, material, object );
  739. state.setMaterial( material );
  740. bindingStates.reset();
  741. renderObjectImmediate( object, program );
  742. } else {
  743. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  744. }
  745. object.onAfterRender( _this, scene, camera, geometry, material, group );
  746. }
  747. function initMaterial( material, scene, object ) {
  748. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  749. const materialProperties = properties.get( material );
  750. const lights = currentRenderState.state.lights;
  751. const shadowsArray = currentRenderState.state.shadowsArray;
  752. const lightsStateVersion = lights.state.version;
  753. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  754. const programCacheKey = programCache.getProgramCacheKey( parameters );
  755. let program = materialProperties.program;
  756. let programChange = true;
  757. // always update environment and fog - changing these trigger an initMaterial call, but it's possible that the program doesn't change
  758. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  759. materialProperties.fog = scene.fog;
  760. materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
  761. if ( program === undefined ) {
  762. // new material
  763. material.addEventListener( 'dispose', onMaterialDispose );
  764. } else if ( program.cacheKey !== programCacheKey ) {
  765. // changed glsl or parameters
  766. releaseMaterialProgramReference( material );
  767. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  768. programChange = false;
  769. } else if ( parameters.shaderID !== undefined ) {
  770. // same glsl and uniform list
  771. return;
  772. } else {
  773. // only rebuild uniform list
  774. programChange = false;
  775. }
  776. if ( programChange ) {
  777. parameters.uniforms = programCache.getUniforms( material );
  778. material.onBeforeCompile( parameters, _this );
  779. program = programCache.acquireProgram( parameters, programCacheKey );
  780. materialProperties.program = program;
  781. materialProperties.uniforms = parameters.uniforms;
  782. materialProperties.outputEncoding = parameters.outputEncoding;
  783. }
  784. const uniforms = materialProperties.uniforms;
  785. if ( ! material.isShaderMaterial &&
  786. ! material.isRawShaderMaterial ||
  787. material.clipping === true ) {
  788. materialProperties.numClippingPlanes = clipping.numPlanes;
  789. materialProperties.numIntersection = clipping.numIntersection;
  790. uniforms.clippingPlanes = clipping.uniform;
  791. }
  792. // store the light setup it was created for
  793. materialProperties.needsLights = materialNeedsLights( material );
  794. materialProperties.lightsStateVersion = lightsStateVersion;
  795. if ( materialProperties.needsLights ) {
  796. // wire up the material to this renderer's lighting state
  797. uniforms.ambientLightColor.value = lights.state.ambient;
  798. uniforms.lightProbe.value = lights.state.probe;
  799. uniforms.directionalLights.value = lights.state.directional;
  800. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  801. uniforms.spotLights.value = lights.state.spot;
  802. uniforms.spotLightShadows.value = lights.state.spotShadow;
  803. uniforms.rectAreaLights.value = lights.state.rectArea;
  804. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  805. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  806. uniforms.pointLights.value = lights.state.point;
  807. uniforms.pointLightShadows.value = lights.state.pointShadow;
  808. uniforms.hemisphereLights.value = lights.state.hemi;
  809. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  810. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  811. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  812. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  813. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  814. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  815. // TODO (abelnation): add area lights shadow info to uniforms
  816. }
  817. const progUniforms = materialProperties.program.getUniforms();
  818. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  819. materialProperties.uniformsList = uniformsList;
  820. }
  821. function setProgram( camera, scene, material, object ) {
  822. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  823. textures.resetTextureUnits();
  824. const fog = scene.fog;
  825. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  826. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  827. const envMap = cubemaps.get( material.envMap || environment );
  828. const materialProperties = properties.get( material );
  829. const lights = currentRenderState.state.lights;
  830. if ( _clippingEnabled === true ) {
  831. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  832. const useCache =
  833. camera === _currentCamera &&
  834. material.id === _currentMaterialId;
  835. // we might want to call this function with some ClippingGroup
  836. // object instead of the material, once it becomes feasible
  837. // (#8465, #8379)
  838. clipping.setState( material, camera, useCache );
  839. }
  840. }
  841. if ( material.version === materialProperties.__version ) {
  842. if ( material.fog && materialProperties.fog !== fog ) {
  843. initMaterial( material, scene, object );
  844. } else if ( materialProperties.environment !== environment ) {
  845. initMaterial( material, scene, object );
  846. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  847. initMaterial( material, scene, object );
  848. } else if ( materialProperties.numClippingPlanes !== undefined &&
  849. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  850. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  851. initMaterial( material, scene, object );
  852. } else if ( materialProperties.outputEncoding !== encoding ) {
  853. initMaterial( material, scene, object );
  854. } else if ( materialProperties.envMap !== envMap ) {
  855. initMaterial( material, scene, object );
  856. }
  857. } else {
  858. initMaterial( material, scene, object );
  859. materialProperties.__version = material.version;
  860. }
  861. let refreshProgram = false;
  862. let refreshMaterial = false;
  863. let refreshLights = false;
  864. const program = materialProperties.program,
  865. p_uniforms = program.getUniforms(),
  866. m_uniforms = materialProperties.uniforms;
  867. if ( state.useProgram( program.program ) ) {
  868. refreshProgram = true;
  869. refreshMaterial = true;
  870. refreshLights = true;
  871. }
  872. if ( material.id !== _currentMaterialId ) {
  873. _currentMaterialId = material.id;
  874. refreshMaterial = true;
  875. }
  876. if ( refreshProgram || _currentCamera !== camera ) {
  877. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  878. if ( capabilities.logarithmicDepthBuffer ) {
  879. p_uniforms.setValue( _gl, 'logDepthBufFC',
  880. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  881. }
  882. if ( _currentCamera !== camera ) {
  883. _currentCamera = camera;
  884. // lighting uniforms depend on the camera so enforce an update
  885. // now, in case this material supports lights - or later, when
  886. // the next material that does gets activated:
  887. refreshMaterial = true; // set to true on material change
  888. refreshLights = true; // remains set until update done
  889. }
  890. // load material specific uniforms
  891. // (shader material also gets them for the sake of genericity)
  892. if ( material.isShaderMaterial ||
  893. material.isMeshPhongMaterial ||
  894. material.isMeshToonMaterial ||
  895. material.isMeshStandardMaterial ||
  896. material.envMap ) {
  897. const uCamPos = p_uniforms.map.cameraPosition;
  898. if ( uCamPos !== undefined ) {
  899. uCamPos.setValue( _gl,
  900. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  901. }
  902. }
  903. if ( material.isMeshPhongMaterial ||
  904. material.isMeshToonMaterial ||
  905. material.isMeshLambertMaterial ||
  906. material.isMeshBasicMaterial ||
  907. material.isMeshStandardMaterial ||
  908. material.isShaderMaterial ) {
  909. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  910. }
  911. if ( material.isMeshPhongMaterial ||
  912. material.isMeshToonMaterial ||
  913. material.isMeshLambertMaterial ||
  914. material.isMeshBasicMaterial ||
  915. material.isMeshStandardMaterial ||
  916. material.isShaderMaterial ||
  917. material.isShadowMaterial ||
  918. material.skinning ) {
  919. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  920. }
  921. }
  922. // skinning uniforms must be set even if material didn't change
  923. // auto-setting of texture unit for bone texture must go before other textures
  924. // otherwise textures used for skinning can take over texture units reserved for other material textures
  925. if ( material.skinning ) {
  926. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  927. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  928. const skeleton = object.skeleton;
  929. if ( skeleton ) {
  930. const bones = skeleton.bones;
  931. if ( capabilities.floatVertexTextures ) {
  932. if ( skeleton.boneTexture === null ) {
  933. // layout (1 matrix = 4 pixels)
  934. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  935. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  936. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  937. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  938. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  939. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  940. size = MathUtils.ceilPowerOfTwo( size );
  941. size = Math.max( size, 4 );
  942. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  943. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  944. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  945. skeleton.boneMatrices = boneMatrices;
  946. skeleton.boneTexture = boneTexture;
  947. skeleton.boneTextureSize = size;
  948. }
  949. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  950. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  951. } else {
  952. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  953. }
  954. }
  955. }
  956. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  957. materialProperties.receiveShadow = object.receiveShadow;
  958. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  959. }
  960. if ( refreshMaterial ) {
  961. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  962. if ( materialProperties.needsLights ) {
  963. // the current material requires lighting info
  964. // note: all lighting uniforms are always set correctly
  965. // they simply reference the renderer's state for their
  966. // values
  967. //
  968. // use the current material's .needsUpdate flags to set
  969. // the GL state when required
  970. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  971. }
  972. // refresh uniforms common to several materials
  973. if ( fog && material.fog ) {
  974. materials.refreshFogUniforms( m_uniforms, fog );
  975. }
  976. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );
  977. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  978. }
  979. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  980. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  981. material.uniformsNeedUpdate = false;
  982. }
  983. if ( material.isSpriteMaterial ) {
  984. p_uniforms.setValue( _gl, 'center', object.center );
  985. }
  986. // common matrices
  987. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  988. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  989. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  990. return program;
  991. }
  992. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  993. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  994. uniforms.ambientLightColor.needsUpdate = value;
  995. uniforms.lightProbe.needsUpdate = value;
  996. uniforms.directionalLights.needsUpdate = value;
  997. uniforms.directionalLightShadows.needsUpdate = value;
  998. uniforms.pointLights.needsUpdate = value;
  999. uniforms.pointLightShadows.needsUpdate = value;
  1000. uniforms.spotLights.needsUpdate = value;
  1001. uniforms.spotLightShadows.needsUpdate = value;
  1002. uniforms.rectAreaLights.needsUpdate = value;
  1003. uniforms.hemisphereLights.needsUpdate = value;
  1004. }
  1005. function materialNeedsLights( material ) {
  1006. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1007. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1008. ( material.isShaderMaterial && material.lights === true );
  1009. }
  1010. //
  1011. this.setFramebuffer = function ( value ) {
  1012. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1013. _framebuffer = value;
  1014. };
  1015. this.getActiveCubeFace = function () {
  1016. return _currentActiveCubeFace;
  1017. };
  1018. this.getActiveMipmapLevel = function () {
  1019. return _currentActiveMipmapLevel;
  1020. };
  1021. this.getRenderList = function () {
  1022. return currentRenderList;
  1023. };
  1024. this.setRenderList = function ( renderList ) {
  1025. currentRenderList = renderList;
  1026. };
  1027. this.getRenderTarget = function () {
  1028. return _currentRenderTarget;
  1029. };
  1030. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  1031. _currentRenderTarget = renderTarget;
  1032. _currentActiveCubeFace = activeCubeFace;
  1033. _currentActiveMipmapLevel = activeMipmapLevel;
  1034. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1035. textures.setupRenderTarget( renderTarget );
  1036. }
  1037. let framebuffer = _framebuffer;
  1038. let isCube = false;
  1039. let isRenderTarget3D = false;
  1040. if ( renderTarget ) {
  1041. const texture = renderTarget.texture;
  1042. if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
  1043. isRenderTarget3D = true;
  1044. }
  1045. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1046. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1047. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1048. isCube = true;
  1049. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1050. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1051. } else {
  1052. framebuffer = __webglFramebuffer;
  1053. }
  1054. _currentViewport.copy( renderTarget.viewport );
  1055. _currentScissor.copy( renderTarget.scissor );
  1056. _currentScissorTest = renderTarget.scissorTest;
  1057. } else {
  1058. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1059. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1060. _currentScissorTest = _scissorTest;
  1061. }
  1062. if ( _currentFramebuffer !== framebuffer ) {
  1063. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1064. _currentFramebuffer = framebuffer;
  1065. }
  1066. state.viewport( _currentViewport );
  1067. state.scissor( _currentScissor );
  1068. state.setScissorTest( _currentScissorTest );
  1069. if ( isCube ) {
  1070. const textureProperties = properties.get( renderTarget.texture );
  1071. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1072. } else if ( isRenderTarget3D ) {
  1073. const textureProperties = properties.get( renderTarget.texture );
  1074. const layer = activeCubeFace || 0;
  1075. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1076. }
  1077. };
  1078. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1079. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1080. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1081. return;
  1082. }
  1083. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1084. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1085. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1086. }
  1087. if ( framebuffer ) {
  1088. let restore = false;
  1089. if ( framebuffer !== _currentFramebuffer ) {
  1090. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1091. restore = true;
  1092. }
  1093. try {
  1094. const texture = renderTarget.texture;
  1095. const textureFormat = texture.format;
  1096. const textureType = texture.type;
  1097. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1098. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1099. return;
  1100. }
  1101. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1102. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1103. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1104. ! halfFloatSupportedByExt ) {
  1105. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1106. return;
  1107. }
  1108. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1109. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1110. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1111. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1112. }
  1113. } else {
  1114. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1115. }
  1116. } finally {
  1117. if ( restore ) {
  1118. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1119. }
  1120. }
  1121. }
  1122. };
  1123. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1124. const levelScale = Math.pow( 2, - level );
  1125. const width = Math.floor( texture.image.width * levelScale );
  1126. const height = Math.floor( texture.image.height * levelScale );
  1127. const glFormat = utils.convert( texture.format );
  1128. textures.setTexture2D( texture, 0 );
  1129. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1130. state.unbindTexture();
  1131. };
  1132. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1133. const width = srcTexture.image.width;
  1134. const height = srcTexture.image.height;
  1135. const glFormat = utils.convert( dstTexture.format );
  1136. const glType = utils.convert( dstTexture.type );
  1137. textures.setTexture2D( dstTexture, 0 );
  1138. // As another texture upload may have changed pixelStorei
  1139. // parameters, make sure they are correct for the dstTexture
  1140. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1141. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1142. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1143. if ( srcTexture.isDataTexture ) {
  1144. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1145. } else {
  1146. if ( srcTexture.isCompressedTexture ) {
  1147. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1148. } else {
  1149. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1150. }
  1151. }
  1152. // Generate mipmaps only when copying level 0
  1153. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1154. state.unbindTexture();
  1155. };
  1156. this.copyTextureToTexture3D = function ( box, srcTexture, dstTexture, level = 0 ) {
  1157. if ( ! _this.isWebGL1Renderer ) {
  1158. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  1159. return;
  1160. }
  1161. const { width, height, data } = srcTexture.image;
  1162. const glFormat = utils.convert( dstTexture.format );
  1163. const glType = utils.convert( dstTexture.type );
  1164. let glTarget;
  1165. if ( dstTexture.isDataTexture3D ) {
  1166. textures.setTexture3D( dstTexture, 0 );
  1167. glTarget = _gl.TEXTURE_3D;
  1168. } else if ( dstTexture.isDataTexture2DArray ) {
  1169. textures.setTexture2DArray( dstTexture, 0 );
  1170. glTarget = _gl.TEXTURE_2D_ARRAY;
  1171. } else {
  1172. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1173. return;
  1174. }
  1175. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1176. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1177. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1178. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, width );
  1179. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, height );
  1180. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, box.x );
  1181. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, box.y );
  1182. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, box.z );
  1183. _gl.texSubImage3D(
  1184. glTarget,
  1185. level,
  1186. box.x,
  1187. box.y,
  1188. box.z,
  1189. box.max.x - box.min.x + 1,
  1190. box.max.y - box.min.y + 1,
  1191. box.max.z - box.min.z + 1,
  1192. glFormat,
  1193. glType,
  1194. data
  1195. );
  1196. };
  1197. this.initTexture = function ( texture ) {
  1198. textures.setTexture2D( texture, 0 );
  1199. state.unbindTexture();
  1200. };
  1201. this.resetState = function () {
  1202. state.reset();
  1203. bindingStates.reset();
  1204. };
  1205. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1206. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1207. }
  1208. }
  1209. export { WebGLRenderer };