WebGLRenderer.js 59 KB

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  1. import {
  2. BackSide,
  3. DoubleSide,
  4. FrontSide,
  5. RGBAFormat,
  6. HalfFloatType,
  7. FloatType,
  8. UnsignedByteType,
  9. LinearEncoding,
  10. NoToneMapping,
  11. LinearMipmapLinearFilter,
  12. NearestFilter,
  13. ClampToEdgeWrapping
  14. } from '../constants.js';
  15. import { Frustum } from '../math/Frustum.js';
  16. import { Matrix4 } from '../math/Matrix4.js';
  17. import { Vector3 } from '../math/Vector3.js';
  18. import { Vector4 } from '../math/Vector4.js';
  19. import { WebGLAnimation } from './webgl/WebGLAnimation.js';
  20. import { WebGLAttributes } from './webgl/WebGLAttributes.js';
  21. import { WebGLBackground } from './webgl/WebGLBackground.js';
  22. import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
  23. import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
  24. import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
  25. import { WebGLClipping } from './webgl/WebGLClipping.js';
  26. import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
  27. import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
  28. import { WebGLExtensions } from './webgl/WebGLExtensions.js';
  29. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  30. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  31. import { WebGLInfo } from './webgl/WebGLInfo.js';
  32. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  33. import { WebGLMultisampleRenderTarget } from './WebGLMultisampleRenderTarget.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. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  57. _depth = parameters.depth !== undefined ? parameters.depth : true,
  58. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  59. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  60. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  61. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  62. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  63. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  64. let currentRenderList = null;
  65. let currentRenderState = null;
  66. // render() can be called from within a callback triggered by another render.
  67. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  68. const renderListStack = [];
  69. const renderStateStack = [];
  70. // public properties
  71. this.domElement = _canvas;
  72. // Debug configuration container
  73. this.debug = {
  74. /**
  75. * Enables error checking and reporting when shader programs are being compiled
  76. * @type {boolean}
  77. */
  78. checkShaderErrors: true
  79. };
  80. // clearing
  81. this.autoClear = true;
  82. this.autoClearColor = true;
  83. this.autoClearDepth = true;
  84. this.autoClearStencil = true;
  85. // scene graph
  86. this.sortObjects = true;
  87. // user-defined clipping
  88. this.clippingPlanes = [];
  89. this.localClippingEnabled = false;
  90. // physically based shading
  91. this.gammaFactor = 2.0; // for backwards compatibility
  92. this.outputEncoding = LinearEncoding;
  93. // physical lights
  94. this.physicallyCorrectLights = false;
  95. // tone mapping
  96. this.toneMapping = NoToneMapping;
  97. this.toneMappingExposure = 1.0;
  98. // internal properties
  99. const _this = this;
  100. let _isContextLost = false;
  101. // internal state cache
  102. let _currentActiveCubeFace = 0;
  103. let _currentActiveMipmapLevel = 0;
  104. let _currentRenderTarget = null;
  105. let _currentMaterialId = - 1;
  106. let _currentCamera = null;
  107. const _currentViewport = new Vector4();
  108. const _currentScissor = new Vector4();
  109. let _currentScissorTest = null;
  110. //
  111. let _width = _canvas.width;
  112. let _height = _canvas.height;
  113. let _pixelRatio = 1;
  114. let _opaqueSort = null;
  115. let _transparentSort = null;
  116. const _viewport = new Vector4( 0, 0, _width, _height );
  117. const _scissor = new Vector4( 0, 0, _width, _height );
  118. let _scissorTest = false;
  119. //
  120. const _currentDrawBuffers = [];
  121. // frustum
  122. const _frustum = new Frustum();
  123. // clipping
  124. let _clippingEnabled = false;
  125. let _localClippingEnabled = false;
  126. // transmission
  127. let _transmissionRenderTarget = null;
  128. // camera matrices cache
  129. const _projScreenMatrix = new Matrix4();
  130. const _vector3 = new Vector3();
  131. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  132. function getTargetPixelRatio() {
  133. return _currentRenderTarget === null ? _pixelRatio : 1;
  134. }
  135. // initialize
  136. let _gl = _context;
  137. function getContext( contextNames, contextAttributes ) {
  138. for ( let i = 0; i < contextNames.length; i ++ ) {
  139. const contextName = contextNames[ i ];
  140. const context = _canvas.getContext( contextName, contextAttributes );
  141. if ( context !== null ) return context;
  142. }
  143. return null;
  144. }
  145. try {
  146. const contextAttributes = {
  147. alpha: _alpha,
  148. depth: _depth,
  149. stencil: _stencil,
  150. antialias: _antialias,
  151. premultipliedAlpha: _premultipliedAlpha,
  152. preserveDrawingBuffer: _preserveDrawingBuffer,
  153. powerPreference: _powerPreference,
  154. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  155. };
  156. // event listeners must be registered before WebGL context is created, see #12753
  157. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  158. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  159. if ( _gl === null ) {
  160. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  161. if ( _this.isWebGL1Renderer === true ) {
  162. contextNames.shift();
  163. }
  164. _gl = getContext( contextNames, contextAttributes );
  165. if ( _gl === null ) {
  166. if ( getContext( contextNames ) ) {
  167. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  168. } else {
  169. throw new Error( 'Error creating WebGL context.' );
  170. }
  171. }
  172. }
  173. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  174. if ( _gl.getShaderPrecisionFormat === undefined ) {
  175. _gl.getShaderPrecisionFormat = function () {
  176. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  177. };
  178. }
  179. } catch ( error ) {
  180. console.error( 'THREE.WebGLRenderer: ' + error.message );
  181. throw error;
  182. }
  183. let extensions, capabilities, state, info;
  184. let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
  185. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  186. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  187. let utils, bindingStates;
  188. function initGLContext() {
  189. extensions = new WebGLExtensions( _gl );
  190. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  191. extensions.init( capabilities );
  192. utils = new WebGLUtils( _gl, extensions, capabilities );
  193. state = new WebGLState( _gl, extensions, capabilities );
  194. _currentDrawBuffers[ 0 ] = _gl.BACK;
  195. info = new WebGLInfo( _gl );
  196. properties = new WebGLProperties();
  197. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  198. cubemaps = new WebGLCubeMaps( _this );
  199. cubeuvmaps = new WebGLCubeUVMaps( _this );
  200. attributes = new WebGLAttributes( _gl, capabilities );
  201. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  202. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  203. objects = new WebGLObjects( _gl, geometries, attributes, info );
  204. morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
  205. clipping = new WebGLClipping( properties );
  206. programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
  207. materials = new WebGLMaterials( properties );
  208. renderLists = new WebGLRenderLists( properties );
  209. renderStates = new WebGLRenderStates( extensions, capabilities );
  210. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  211. shadowMap = new WebGLShadowMap( _this, objects, capabilities );
  212. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  213. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  214. info.programs = programCache.programs;
  215. _this.capabilities = capabilities;
  216. _this.extensions = extensions;
  217. _this.properties = properties;
  218. _this.renderLists = renderLists;
  219. _this.shadowMap = shadowMap;
  220. _this.state = state;
  221. _this.info = info;
  222. }
  223. initGLContext();
  224. // xr
  225. const xr = new WebXRManager( _this, _gl );
  226. this.xr = xr;
  227. // API
  228. this.getContext = function () {
  229. return _gl;
  230. };
  231. this.getContextAttributes = function () {
  232. return _gl.getContextAttributes();
  233. };
  234. this.forceContextLoss = function () {
  235. const extension = extensions.get( 'WEBGL_lose_context' );
  236. if ( extension ) extension.loseContext();
  237. };
  238. this.forceContextRestore = function () {
  239. const extension = extensions.get( 'WEBGL_lose_context' );
  240. if ( extension ) extension.restoreContext();
  241. };
  242. this.getPixelRatio = function () {
  243. return _pixelRatio;
  244. };
  245. this.setPixelRatio = function ( value ) {
  246. if ( value === undefined ) return;
  247. _pixelRatio = value;
  248. this.setSize( _width, _height, false );
  249. };
  250. this.getSize = function ( target ) {
  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. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  270. };
  271. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  272. _width = width;
  273. _height = height;
  274. _pixelRatio = pixelRatio;
  275. _canvas.width = Math.floor( width * pixelRatio );
  276. _canvas.height = Math.floor( height * pixelRatio );
  277. this.setViewport( 0, 0, width, height );
  278. };
  279. this.getCurrentViewport = function ( target ) {
  280. return target.copy( _currentViewport );
  281. };
  282. this.getViewport = function ( target ) {
  283. return target.copy( _viewport );
  284. };
  285. this.setViewport = function ( x, y, width, height ) {
  286. if ( x.isVector4 ) {
  287. _viewport.set( x.x, x.y, x.z, x.w );
  288. } else {
  289. _viewport.set( x, y, width, height );
  290. }
  291. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  292. };
  293. this.getScissor = function ( target ) {
  294. return target.copy( _scissor );
  295. };
  296. this.setScissor = function ( x, y, width, height ) {
  297. if ( x.isVector4 ) {
  298. _scissor.set( x.x, x.y, x.z, x.w );
  299. } else {
  300. _scissor.set( x, y, width, height );
  301. }
  302. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  303. };
  304. this.getScissorTest = function () {
  305. return _scissorTest;
  306. };
  307. this.setScissorTest = function ( boolean ) {
  308. state.setScissorTest( _scissorTest = boolean );
  309. };
  310. this.setOpaqueSort = function ( method ) {
  311. _opaqueSort = method;
  312. };
  313. this.setTransparentSort = function ( method ) {
  314. _transparentSort = method;
  315. };
  316. // Clearing
  317. this.getClearColor = function ( target ) {
  318. return target.copy( background.getClearColor() );
  319. };
  320. this.setClearColor = function () {
  321. background.setClearColor.apply( background, arguments );
  322. };
  323. this.getClearAlpha = function () {
  324. return background.getClearAlpha();
  325. };
  326. this.setClearAlpha = function () {
  327. background.setClearAlpha.apply( background, arguments );
  328. };
  329. this.clear = function ( color, depth, stencil ) {
  330. let bits = 0;
  331. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  332. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  333. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  334. _gl.clear( bits );
  335. };
  336. this.clearColor = function () {
  337. this.clear( true, false, false );
  338. };
  339. this.clearDepth = function () {
  340. this.clear( false, true, false );
  341. };
  342. this.clearStencil = function () {
  343. this.clear( false, false, true );
  344. };
  345. //
  346. this.dispose = function () {
  347. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  348. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  349. renderLists.dispose();
  350. renderStates.dispose();
  351. properties.dispose();
  352. cubemaps.dispose();
  353. cubeuvmaps.dispose();
  354. objects.dispose();
  355. bindingStates.dispose();
  356. xr.dispose();
  357. xr.removeEventListener( 'sessionstart', onXRSessionStart );
  358. xr.removeEventListener( 'sessionend', onXRSessionEnd );
  359. if ( _transmissionRenderTarget ) {
  360. _transmissionRenderTarget.dispose();
  361. _transmissionRenderTarget = null;
  362. }
  363. animation.stop();
  364. };
  365. // Events
  366. function onContextLost( event ) {
  367. event.preventDefault();
  368. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  369. _isContextLost = true;
  370. }
  371. function onContextRestore( /* event */ ) {
  372. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  373. _isContextLost = false;
  374. const infoAutoReset = info.autoReset;
  375. const shadowMapEnabled = shadowMap.enabled;
  376. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  377. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  378. const shadowMapType = shadowMap.type;
  379. initGLContext();
  380. info.autoReset = infoAutoReset;
  381. shadowMap.enabled = shadowMapEnabled;
  382. shadowMap.autoUpdate = shadowMapAutoUpdate;
  383. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  384. shadowMap.type = shadowMapType;
  385. }
  386. function onMaterialDispose( event ) {
  387. const material = event.target;
  388. material.removeEventListener( 'dispose', onMaterialDispose );
  389. deallocateMaterial( material );
  390. }
  391. // Buffer deallocation
  392. function deallocateMaterial( material ) {
  393. releaseMaterialProgramReferences( material );
  394. properties.remove( material );
  395. }
  396. function releaseMaterialProgramReferences( material ) {
  397. const programs = properties.get( material ).programs;
  398. if ( programs !== undefined ) {
  399. programs.forEach( function ( program ) {
  400. programCache.releaseProgram( program );
  401. } );
  402. }
  403. }
  404. // Buffer rendering
  405. function renderObjectImmediate( object, program ) {
  406. object.render( function ( object ) {
  407. _this.renderBufferImmediate( object, program );
  408. } );
  409. }
  410. this.renderBufferImmediate = function ( object, program ) {
  411. bindingStates.initAttributes();
  412. const buffers = properties.get( object );
  413. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  414. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  415. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  416. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  417. const programAttributes = program.getAttributes();
  418. if ( object.hasPositions ) {
  419. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  420. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  421. bindingStates.enableAttribute( programAttributes.position.location );
  422. _gl.vertexAttribPointer( programAttributes.position.location, 3, _gl.FLOAT, false, 0, 0 );
  423. }
  424. if ( object.hasNormals ) {
  425. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  426. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  427. bindingStates.enableAttribute( programAttributes.normal.location );
  428. _gl.vertexAttribPointer( programAttributes.normal.location, 3, _gl.FLOAT, false, 0, 0 );
  429. }
  430. if ( object.hasUvs ) {
  431. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  432. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  433. bindingStates.enableAttribute( programAttributes.uv.location );
  434. _gl.vertexAttribPointer( programAttributes.uv.location, 2, _gl.FLOAT, false, 0, 0 );
  435. }
  436. if ( object.hasColors ) {
  437. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  438. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  439. bindingStates.enableAttribute( programAttributes.color.location );
  440. _gl.vertexAttribPointer( programAttributes.color.location, 3, _gl.FLOAT, false, 0, 0 );
  441. }
  442. bindingStates.disableUnusedAttributes();
  443. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  444. object.count = 0;
  445. };
  446. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  447. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  448. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  449. const program = setProgram( camera, scene, material, object );
  450. state.setMaterial( material, frontFaceCW );
  451. //
  452. let index = geometry.index;
  453. const position = geometry.attributes.position;
  454. //
  455. if ( index === null ) {
  456. if ( position === undefined || position.count === 0 ) return;
  457. } else if ( index.count === 0 ) {
  458. return;
  459. }
  460. //
  461. let rangeFactor = 1;
  462. if ( material.wireframe === true ) {
  463. index = geometries.getWireframeAttribute( geometry );
  464. rangeFactor = 2;
  465. }
  466. if ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) {
  467. morphtargets.update( object, geometry, material, program );
  468. }
  469. bindingStates.setup( object, material, program, geometry, index );
  470. let attribute;
  471. let renderer = bufferRenderer;
  472. if ( index !== null ) {
  473. attribute = attributes.get( index );
  474. renderer = indexedBufferRenderer;
  475. renderer.setIndex( attribute );
  476. }
  477. //
  478. const dataCount = ( index !== null ) ? index.count : position.count;
  479. const rangeStart = geometry.drawRange.start * rangeFactor;
  480. const rangeCount = geometry.drawRange.count * rangeFactor;
  481. const groupStart = group !== null ? group.start * rangeFactor : 0;
  482. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  483. const drawStart = Math.max( rangeStart, groupStart );
  484. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  485. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  486. if ( drawCount === 0 ) return;
  487. //
  488. if ( object.isMesh ) {
  489. if ( material.wireframe === true ) {
  490. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  491. renderer.setMode( _gl.LINES );
  492. } else {
  493. renderer.setMode( _gl.TRIANGLES );
  494. }
  495. } else if ( object.isLine ) {
  496. let lineWidth = material.linewidth;
  497. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  498. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  499. if ( object.isLineSegments ) {
  500. renderer.setMode( _gl.LINES );
  501. } else if ( object.isLineLoop ) {
  502. renderer.setMode( _gl.LINE_LOOP );
  503. } else {
  504. renderer.setMode( _gl.LINE_STRIP );
  505. }
  506. } else if ( object.isPoints ) {
  507. renderer.setMode( _gl.POINTS );
  508. } else if ( object.isSprite ) {
  509. renderer.setMode( _gl.TRIANGLES );
  510. }
  511. if ( object.isInstancedMesh ) {
  512. renderer.renderInstances( drawStart, drawCount, object.count );
  513. } else if ( geometry.isInstancedBufferGeometry ) {
  514. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  515. renderer.renderInstances( drawStart, drawCount, instanceCount );
  516. } else {
  517. renderer.render( drawStart, drawCount );
  518. }
  519. };
  520. // Compile
  521. this.compile = function ( scene, camera ) {
  522. currentRenderState = renderStates.get( scene );
  523. currentRenderState.init();
  524. renderStateStack.push( currentRenderState );
  525. scene.traverseVisible( function ( object ) {
  526. if ( object.isLight && object.layers.test( camera.layers ) ) {
  527. currentRenderState.pushLight( object );
  528. if ( object.castShadow ) {
  529. currentRenderState.pushShadow( object );
  530. }
  531. }
  532. } );
  533. currentRenderState.setupLights( _this.physicallyCorrectLights );
  534. scene.traverse( function ( object ) {
  535. const material = object.material;
  536. if ( material ) {
  537. if ( Array.isArray( material ) ) {
  538. for ( let i = 0; i < material.length; i ++ ) {
  539. const material2 = material[ i ];
  540. getProgram( material2, scene, object );
  541. }
  542. } else {
  543. getProgram( material, scene, object );
  544. }
  545. }
  546. } );
  547. renderStateStack.pop();
  548. currentRenderState = null;
  549. };
  550. // Animation Loop
  551. let onAnimationFrameCallback = null;
  552. function onAnimationFrame( time ) {
  553. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  554. }
  555. function onXRSessionStart() {
  556. animation.stop();
  557. }
  558. function onXRSessionEnd() {
  559. animation.start();
  560. }
  561. const animation = new WebGLAnimation();
  562. animation.setAnimationLoop( onAnimationFrame );
  563. if ( typeof window !== 'undefined' ) animation.setContext( window );
  564. this.setAnimationLoop = function ( callback ) {
  565. onAnimationFrameCallback = callback;
  566. xr.setAnimationLoop( callback );
  567. ( callback === null ) ? animation.stop() : animation.start();
  568. };
  569. xr.addEventListener( 'sessionstart', onXRSessionStart );
  570. xr.addEventListener( 'sessionend', onXRSessionEnd );
  571. // Rendering
  572. this.render = function ( scene, camera ) {
  573. if ( camera !== undefined && camera.isCamera !== true ) {
  574. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  575. return;
  576. }
  577. if ( _isContextLost === true ) return;
  578. // update scene graph
  579. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  580. // update camera matrices and frustum
  581. if ( camera.parent === null ) camera.updateMatrixWorld();
  582. if ( xr.enabled === true && xr.isPresenting === true ) {
  583. if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
  584. camera = xr.getCamera(); // use XR camera for rendering
  585. }
  586. //
  587. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _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, renderListStack.length );
  596. currentRenderList.init();
  597. renderListStack.push( currentRenderList );
  598. projectObject( scene, camera, 0, _this.sortObjects );
  599. currentRenderList.finish();
  600. if ( _this.sortObjects === true ) {
  601. currentRenderList.sort( _opaqueSort, _transparentSort );
  602. }
  603. //
  604. if ( _clippingEnabled === true ) clipping.beginShadows();
  605. const shadowsArray = currentRenderState.state.shadowsArray;
  606. shadowMap.render( shadowsArray, scene, camera );
  607. if ( _clippingEnabled === true ) clipping.endShadows();
  608. //
  609. if ( this.info.autoReset === true ) this.info.reset();
  610. //
  611. background.render( currentRenderList, scene );
  612. // render scene
  613. currentRenderState.setupLights( _this.physicallyCorrectLights );
  614. if ( camera.isArrayCamera ) {
  615. const cameras = camera.cameras;
  616. for ( let i = 0, l = cameras.length; i < l; i ++ ) {
  617. const camera2 = cameras[ i ];
  618. renderScene( currentRenderList, scene, camera2, camera2.viewport );
  619. }
  620. } else {
  621. renderScene( currentRenderList, scene, camera );
  622. }
  623. //
  624. if ( _currentRenderTarget !== null ) {
  625. // resolve multisample renderbuffers to a single-sample texture if necessary
  626. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  627. // Generate mipmap if we're using any kind of mipmap filtering
  628. textures.updateRenderTargetMipmap( _currentRenderTarget );
  629. }
  630. //
  631. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  632. // Ensure depth buffer writing is enabled so it can be cleared on next render
  633. state.buffers.depth.setTest( true );
  634. state.buffers.depth.setMask( true );
  635. state.buffers.color.setMask( true );
  636. state.setPolygonOffset( false );
  637. // _gl.finish();
  638. bindingStates.resetDefaultState();
  639. _currentMaterialId = - 1;
  640. _currentCamera = null;
  641. renderStateStack.pop();
  642. if ( renderStateStack.length > 0 ) {
  643. currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
  644. } else {
  645. currentRenderState = null;
  646. }
  647. renderListStack.pop();
  648. if ( renderListStack.length > 0 ) {
  649. currentRenderList = renderListStack[ renderListStack.length - 1 ];
  650. } else {
  651. currentRenderList = null;
  652. }
  653. };
  654. function projectObject( object, camera, groupOrder, sortObjects ) {
  655. if ( object.visible === false ) return;
  656. const visible = object.layers.test( camera.layers );
  657. if ( visible ) {
  658. if ( object.isGroup ) {
  659. groupOrder = object.renderOrder;
  660. } else if ( object.isLOD ) {
  661. if ( object.autoUpdate === true ) object.update( camera );
  662. } else if ( object.isLight ) {
  663. currentRenderState.pushLight( object );
  664. if ( object.castShadow ) {
  665. currentRenderState.pushShadow( object );
  666. }
  667. } else if ( object.isSprite ) {
  668. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  669. if ( sortObjects ) {
  670. _vector3.setFromMatrixPosition( object.matrixWorld )
  671. .applyMatrix4( _projScreenMatrix );
  672. }
  673. const geometry = objects.update( object );
  674. const material = object.material;
  675. if ( material.visible ) {
  676. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  677. }
  678. }
  679. } else if ( object.isImmediateRenderObject ) {
  680. if ( sortObjects ) {
  681. _vector3.setFromMatrixPosition( object.matrixWorld )
  682. .applyMatrix4( _projScreenMatrix );
  683. }
  684. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  685. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  686. if ( object.isSkinnedMesh ) {
  687. // update skeleton only once in a frame
  688. if ( object.skeleton.frame !== info.render.frame ) {
  689. object.skeleton.update();
  690. object.skeleton.frame = info.render.frame;
  691. }
  692. }
  693. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  694. if ( sortObjects ) {
  695. _vector3.setFromMatrixPosition( object.matrixWorld )
  696. .applyMatrix4( _projScreenMatrix );
  697. }
  698. const geometry = objects.update( object );
  699. const material = object.material;
  700. if ( Array.isArray( material ) ) {
  701. const groups = geometry.groups;
  702. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  703. const group = groups[ i ];
  704. const groupMaterial = material[ group.materialIndex ];
  705. if ( groupMaterial && groupMaterial.visible ) {
  706. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  707. }
  708. }
  709. } else if ( material.visible ) {
  710. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  711. }
  712. }
  713. }
  714. }
  715. const children = object.children;
  716. for ( let i = 0, l = children.length; i < l; i ++ ) {
  717. projectObject( children[ i ], camera, groupOrder, sortObjects );
  718. }
  719. }
  720. function renderScene( currentRenderList, scene, camera, viewport ) {
  721. const opaqueObjects = currentRenderList.opaque;
  722. const transmissiveObjects = currentRenderList.transmissive;
  723. const transparentObjects = currentRenderList.transparent;
  724. currentRenderState.setupLightsView( camera );
  725. if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );
  726. if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
  727. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  728. if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
  729. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  730. }
  731. function renderTransmissionPass( opaqueObjects, scene, camera ) {
  732. if ( _transmissionRenderTarget === null ) {
  733. const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
  734. const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
  735. _transmissionRenderTarget = new renderTargetType( 1024, 1024, {
  736. generateMipmaps: true,
  737. type: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,
  738. minFilter: LinearMipmapLinearFilter,
  739. magFilter: NearestFilter,
  740. wrapS: ClampToEdgeWrapping,
  741. wrapT: ClampToEdgeWrapping,
  742. useMultisampledRenderToTexture: extensions.has( 'EXT_multisampled_render_to_texture' )
  743. } );
  744. }
  745. const currentRenderTarget = _this.getRenderTarget();
  746. _this.setRenderTarget( _transmissionRenderTarget );
  747. _this.clear();
  748. // Turn off the features which can affect the frag color for opaque objects pass.
  749. // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  750. const currentToneMapping = _this.toneMapping;
  751. _this.toneMapping = NoToneMapping;
  752. renderObjects( opaqueObjects, scene, camera );
  753. _this.toneMapping = currentToneMapping;
  754. textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
  755. textures.updateRenderTargetMipmap( _transmissionRenderTarget );
  756. _this.setRenderTarget( currentRenderTarget );
  757. }
  758. function renderObjects( renderList, scene, camera ) {
  759. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  760. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  761. const renderItem = renderList[ i ];
  762. const object = renderItem.object;
  763. const geometry = renderItem.geometry;
  764. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  765. const group = renderItem.group;
  766. if ( object.layers.test( camera.layers ) ) {
  767. renderObject( object, scene, camera, geometry, material, group );
  768. }
  769. }
  770. }
  771. function renderObject( object, scene, camera, geometry, material, group ) {
  772. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  773. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  774. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  775. material.onBeforeRender( _this, scene, camera, geometry, object, group );
  776. if ( object.isImmediateRenderObject ) {
  777. const program = setProgram( camera, scene, material, object );
  778. state.setMaterial( material );
  779. bindingStates.reset();
  780. renderObjectImmediate( object, program );
  781. } else {
  782. if ( material.transparent === true && material.side === DoubleSide ) {
  783. material.side = BackSide;
  784. material.needsUpdate = true;
  785. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  786. material.side = FrontSide;
  787. material.needsUpdate = true;
  788. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  789. material.side = DoubleSide;
  790. } else {
  791. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  792. }
  793. }
  794. object.onAfterRender( _this, scene, camera, geometry, material, group );
  795. }
  796. function getProgram( material, scene, object ) {
  797. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  798. const materialProperties = properties.get( material );
  799. const lights = currentRenderState.state.lights;
  800. const shadowsArray = currentRenderState.state.shadowsArray;
  801. const lightsStateVersion = lights.state.version;
  802. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  803. const programCacheKey = programCache.getProgramCacheKey( parameters );
  804. let programs = materialProperties.programs;
  805. // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
  806. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  807. materialProperties.fog = scene.fog;
  808. materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
  809. if ( programs === undefined ) {
  810. // new material
  811. material.addEventListener( 'dispose', onMaterialDispose );
  812. programs = new Map();
  813. materialProperties.programs = programs;
  814. }
  815. let program = programs.get( programCacheKey );
  816. if ( program !== undefined ) {
  817. // early out if program and light state is identical
  818. if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
  819. updateCommonMaterialProperties( material, parameters );
  820. return program;
  821. }
  822. } else {
  823. parameters.uniforms = programCache.getUniforms( material );
  824. material.onBuild( parameters, _this );
  825. material.onBeforeCompile( parameters, _this );
  826. program = programCache.acquireProgram( parameters, programCacheKey );
  827. programs.set( programCacheKey, program );
  828. materialProperties.uniforms = parameters.uniforms;
  829. }
  830. const uniforms = materialProperties.uniforms;
  831. if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
  832. uniforms.clippingPlanes = clipping.uniform;
  833. }
  834. updateCommonMaterialProperties( material, parameters );
  835. // store the light setup it was created for
  836. materialProperties.needsLights = materialNeedsLights( material );
  837. materialProperties.lightsStateVersion = lightsStateVersion;
  838. if ( materialProperties.needsLights ) {
  839. // wire up the material to this renderer's lighting state
  840. uniforms.ambientLightColor.value = lights.state.ambient;
  841. uniforms.lightProbe.value = lights.state.probe;
  842. uniforms.directionalLights.value = lights.state.directional;
  843. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  844. uniforms.spotLights.value = lights.state.spot;
  845. uniforms.spotLightShadows.value = lights.state.spotShadow;
  846. uniforms.rectAreaLights.value = lights.state.rectArea;
  847. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  848. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  849. uniforms.pointLights.value = lights.state.point;
  850. uniforms.pointLightShadows.value = lights.state.pointShadow;
  851. uniforms.hemisphereLights.value = lights.state.hemi;
  852. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  853. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  854. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  855. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  856. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  857. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  858. // TODO (abelnation): add area lights shadow info to uniforms
  859. }
  860. const progUniforms = program.getUniforms();
  861. const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  862. materialProperties.currentProgram = program;
  863. materialProperties.uniformsList = uniformsList;
  864. return program;
  865. }
  866. function updateCommonMaterialProperties( material, parameters ) {
  867. const materialProperties = properties.get( material );
  868. materialProperties.outputEncoding = parameters.outputEncoding;
  869. materialProperties.instancing = parameters.instancing;
  870. materialProperties.skinning = parameters.skinning;
  871. materialProperties.morphTargets = parameters.morphTargets;
  872. materialProperties.morphNormals = parameters.morphNormals;
  873. materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  874. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  875. materialProperties.numIntersection = parameters.numClipIntersection;
  876. materialProperties.vertexAlphas = parameters.vertexAlphas;
  877. materialProperties.vertexTangents = parameters.vertexTangents;
  878. }
  879. function setProgram( camera, scene, material, object ) {
  880. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  881. textures.resetTextureUnits();
  882. const fog = scene.fog;
  883. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  884. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  885. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  886. const vertexAlphas = material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;
  887. const vertexTangents = !! material.normalMap && !! object.geometry && !! object.geometry.attributes.tangent;
  888. const morphTargets = !! object.geometry && !! object.geometry.morphAttributes.position;
  889. const morphNormals = !! object.geometry && !! object.geometry.morphAttributes.normal;
  890. const morphTargetsCount = ( !! object.geometry && !! object.geometry.morphAttributes.position ) ? object.geometry.morphAttributes.position.length : 0;
  891. const materialProperties = properties.get( material );
  892. const lights = currentRenderState.state.lights;
  893. if ( _clippingEnabled === true ) {
  894. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  895. const useCache =
  896. camera === _currentCamera &&
  897. material.id === _currentMaterialId;
  898. // we might want to call this function with some ClippingGroup
  899. // object instead of the material, once it becomes feasible
  900. // (#8465, #8379)
  901. clipping.setState( material, camera, useCache );
  902. }
  903. }
  904. //
  905. let needsProgramChange = false;
  906. if ( material.version === materialProperties.__version ) {
  907. if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  908. needsProgramChange = true;
  909. } else if ( materialProperties.outputEncoding !== encoding ) {
  910. needsProgramChange = true;
  911. } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
  912. needsProgramChange = true;
  913. } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
  914. needsProgramChange = true;
  915. } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
  916. needsProgramChange = true;
  917. } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
  918. needsProgramChange = true;
  919. } else if ( materialProperties.envMap !== envMap ) {
  920. needsProgramChange = true;
  921. } else if ( material.fog && materialProperties.fog !== fog ) {
  922. needsProgramChange = true;
  923. } else if ( materialProperties.numClippingPlanes !== undefined &&
  924. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  925. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  926. needsProgramChange = true;
  927. } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
  928. needsProgramChange = true;
  929. } else if ( materialProperties.vertexTangents !== vertexTangents ) {
  930. needsProgramChange = true;
  931. } else if ( materialProperties.morphTargets !== morphTargets ) {
  932. needsProgramChange = true;
  933. } else if ( materialProperties.morphNormals !== morphNormals ) {
  934. needsProgramChange = true;
  935. } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
  936. needsProgramChange = true;
  937. }
  938. } else {
  939. needsProgramChange = true;
  940. materialProperties.__version = material.version;
  941. }
  942. //
  943. let program = materialProperties.currentProgram;
  944. if ( needsProgramChange === true ) {
  945. program = getProgram( material, scene, object );
  946. }
  947. let refreshProgram = false;
  948. let refreshMaterial = false;
  949. let refreshLights = false;
  950. const p_uniforms = program.getUniforms(),
  951. m_uniforms = materialProperties.uniforms;
  952. if ( state.useProgram( program.program ) ) {
  953. refreshProgram = true;
  954. refreshMaterial = true;
  955. refreshLights = true;
  956. }
  957. if ( material.id !== _currentMaterialId ) {
  958. _currentMaterialId = material.id;
  959. refreshMaterial = true;
  960. }
  961. if ( refreshProgram || _currentCamera !== camera ) {
  962. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  963. if ( capabilities.logarithmicDepthBuffer ) {
  964. p_uniforms.setValue( _gl, 'logDepthBufFC',
  965. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  966. }
  967. if ( _currentCamera !== camera ) {
  968. _currentCamera = camera;
  969. // lighting uniforms depend on the camera so enforce an update
  970. // now, in case this material supports lights - or later, when
  971. // the next material that does gets activated:
  972. refreshMaterial = true; // set to true on material change
  973. refreshLights = true; // remains set until update done
  974. }
  975. // load material specific uniforms
  976. // (shader material also gets them for the sake of genericity)
  977. if ( material.isShaderMaterial ||
  978. material.isMeshPhongMaterial ||
  979. material.isMeshToonMaterial ||
  980. material.isMeshStandardMaterial ||
  981. material.envMap ) {
  982. const uCamPos = p_uniforms.map.cameraPosition;
  983. if ( uCamPos !== undefined ) {
  984. uCamPos.setValue( _gl,
  985. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  986. }
  987. }
  988. if ( material.isMeshPhongMaterial ||
  989. material.isMeshToonMaterial ||
  990. material.isMeshLambertMaterial ||
  991. material.isMeshBasicMaterial ||
  992. material.isMeshStandardMaterial ||
  993. material.isShaderMaterial ) {
  994. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  995. }
  996. if ( material.isMeshPhongMaterial ||
  997. material.isMeshToonMaterial ||
  998. material.isMeshLambertMaterial ||
  999. material.isMeshBasicMaterial ||
  1000. material.isMeshStandardMaterial ||
  1001. material.isShaderMaterial ||
  1002. material.isShadowMaterial ||
  1003. object.isSkinnedMesh ) {
  1004. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  1005. }
  1006. }
  1007. // skinning uniforms must be set even if material didn't change
  1008. // auto-setting of texture unit for bone texture must go before other textures
  1009. // otherwise textures used for skinning can take over texture units reserved for other material textures
  1010. if ( object.isSkinnedMesh ) {
  1011. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  1012. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  1013. const skeleton = object.skeleton;
  1014. if ( skeleton ) {
  1015. if ( capabilities.floatVertexTextures ) {
  1016. if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
  1017. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  1018. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  1019. } else {
  1020. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  1021. }
  1022. }
  1023. }
  1024. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  1025. materialProperties.receiveShadow = object.receiveShadow;
  1026. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  1027. }
  1028. if ( refreshMaterial ) {
  1029. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  1030. if ( materialProperties.needsLights ) {
  1031. // the current material requires lighting info
  1032. // note: all lighting uniforms are always set correctly
  1033. // they simply reference the renderer's state for their
  1034. // values
  1035. //
  1036. // use the current material's .needsUpdate flags to set
  1037. // the GL state when required
  1038. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  1039. }
  1040. // refresh uniforms common to several materials
  1041. if ( fog && material.fog ) {
  1042. materials.refreshFogUniforms( m_uniforms, fog );
  1043. }
  1044. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
  1045. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1046. }
  1047. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  1048. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  1049. material.uniformsNeedUpdate = false;
  1050. }
  1051. if ( material.isSpriteMaterial ) {
  1052. p_uniforms.setValue( _gl, 'center', object.center );
  1053. }
  1054. // common matrices
  1055. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1056. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1057. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1058. return program;
  1059. }
  1060. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1061. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1062. uniforms.ambientLightColor.needsUpdate = value;
  1063. uniforms.lightProbe.needsUpdate = value;
  1064. uniforms.directionalLights.needsUpdate = value;
  1065. uniforms.directionalLightShadows.needsUpdate = value;
  1066. uniforms.pointLights.needsUpdate = value;
  1067. uniforms.pointLightShadows.needsUpdate = value;
  1068. uniforms.spotLights.needsUpdate = value;
  1069. uniforms.spotLightShadows.needsUpdate = value;
  1070. uniforms.rectAreaLights.needsUpdate = value;
  1071. uniforms.hemisphereLights.needsUpdate = value;
  1072. }
  1073. function materialNeedsLights( material ) {
  1074. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1075. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1076. ( material.isShaderMaterial && material.lights === true );
  1077. }
  1078. this.getActiveCubeFace = function () {
  1079. return _currentActiveCubeFace;
  1080. };
  1081. this.getActiveMipmapLevel = function () {
  1082. return _currentActiveMipmapLevel;
  1083. };
  1084. this.getRenderTarget = function () {
  1085. return _currentRenderTarget;
  1086. };
  1087. this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0, options = {} ) {
  1088. _currentRenderTarget = renderTarget;
  1089. _currentActiveCubeFace = activeCubeFace;
  1090. _currentActiveMipmapLevel = activeMipmapLevel;
  1091. const useDefaultFramebuffer = options.framebuffer === undefined;
  1092. if ( renderTarget ) {
  1093. const renderTargetProperties = properties.get( renderTarget );
  1094. let hasNewExternalTextures = false;
  1095. if ( options.colorTexture !== undefined ) {
  1096. hasNewExternalTextures = true;
  1097. properties.get( renderTarget.texture ).__webglTexture = options.colorTexture;
  1098. renderTargetProperties.__autoAllocateDepthBuffer = options.depthTexture === undefined;
  1099. if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
  1100. properties.get( renderTarget.depthTexture ).__webglTexture = options.depthTexture;
  1101. // The multisample_render_to_texture extension doesn't work properly if there
  1102. // are midframe flushes and an external depth buffer. Disable use of the extension.
  1103. if ( renderTarget.useMultisampledRenderToTexture ) {
  1104. console.warn( 'render-to-texture extension was disabled because an external texture was provided' );
  1105. renderTarget.useMultisampledRenderToTexture = false;
  1106. renderTarget.useMultisampledRenderbuffer = true;
  1107. }
  1108. }
  1109. renderTargetProperties.__hasExternalTextures = true;
  1110. }
  1111. if ( ! useDefaultFramebuffer ) {
  1112. // We need to make sure to rebind the framebuffer.
  1113. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  1114. renderTargetProperties.__webglFramebuffer = options.framebuffer;
  1115. } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
  1116. textures.setupRenderTarget( renderTarget );
  1117. } else if ( hasNewExternalTextures ) {
  1118. // Color and depth texture must be rebound in order for the swapchain to update.
  1119. textures.rebindTextures( renderTarget, options.colorTexture, options.depthTexture );
  1120. }
  1121. }
  1122. let framebuffer = null;
  1123. let isCube = false;
  1124. let isRenderTarget3D = false;
  1125. if ( renderTarget ) {
  1126. const texture = renderTarget.texture;
  1127. if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
  1128. isRenderTarget3D = true;
  1129. }
  1130. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1131. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1132. framebuffer = __webglFramebuffer[ activeCubeFace ];
  1133. isCube = true;
  1134. } else if ( renderTarget.useMultisampledRenderbuffer ) {
  1135. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1136. } else {
  1137. framebuffer = __webglFramebuffer;
  1138. }
  1139. _currentViewport.copy( renderTarget.viewport );
  1140. _currentScissor.copy( renderTarget.scissor );
  1141. _currentScissorTest = renderTarget.scissorTest;
  1142. } else {
  1143. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1144. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1145. _currentScissorTest = _scissorTest;
  1146. }
  1147. const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1148. if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
  1149. let needsUpdate = false;
  1150. if ( renderTarget ) {
  1151. if ( renderTarget.isWebGLMultipleRenderTargets ) {
  1152. const textures = renderTarget.texture;
  1153. if ( _currentDrawBuffers.length !== textures.length || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
  1154. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  1155. _currentDrawBuffers[ i ] = _gl.COLOR_ATTACHMENT0 + i;
  1156. }
  1157. _currentDrawBuffers.length = textures.length;
  1158. needsUpdate = true;
  1159. }
  1160. } else {
  1161. if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
  1162. _currentDrawBuffers[ 0 ] = _gl.COLOR_ATTACHMENT0;
  1163. _currentDrawBuffers.length = 1;
  1164. needsUpdate = true;
  1165. }
  1166. }
  1167. } else {
  1168. if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.BACK ) {
  1169. _currentDrawBuffers[ 0 ] = _gl.BACK;
  1170. _currentDrawBuffers.length = 1;
  1171. needsUpdate = true;
  1172. }
  1173. }
  1174. if ( needsUpdate ) {
  1175. if ( capabilities.isWebGL2 ) {
  1176. _gl.drawBuffers( _currentDrawBuffers );
  1177. } else {
  1178. extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( _currentDrawBuffers );
  1179. }
  1180. }
  1181. }
  1182. state.viewport( _currentViewport );
  1183. state.scissor( _currentScissor );
  1184. state.setScissorTest( _currentScissorTest );
  1185. if ( isCube ) {
  1186. const textureProperties = properties.get( renderTarget.texture );
  1187. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
  1188. } else if ( isRenderTarget3D ) {
  1189. const textureProperties = properties.get( renderTarget.texture );
  1190. const layer = activeCubeFace || 0;
  1191. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
  1192. }
  1193. _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
  1194. };
  1195. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1196. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1197. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1198. return;
  1199. }
  1200. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1201. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1202. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1203. }
  1204. if ( framebuffer ) {
  1205. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1206. try {
  1207. const texture = renderTarget.texture;
  1208. const textureFormat = texture.format;
  1209. const textureType = texture.type;
  1210. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1211. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1212. return;
  1213. }
  1214. const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
  1215. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  1216. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1217. ! halfFloatSupportedByExt ) {
  1218. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1219. return;
  1220. }
  1221. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1222. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1223. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1224. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1225. }
  1226. } else {
  1227. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1228. }
  1229. } finally {
  1230. // restore framebuffer of current render target if necessary
  1231. const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  1232. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1233. }
  1234. }
  1235. };
  1236. this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
  1237. const levelScale = Math.pow( 2, - level );
  1238. const width = Math.floor( texture.image.width * levelScale );
  1239. const height = Math.floor( texture.image.height * levelScale );
  1240. let glFormat = utils.convert( texture.format );
  1241. if ( capabilities.isWebGL2 ) {
  1242. // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
  1243. // Not needed in Chrome 93+
  1244. if ( glFormat === _gl.RGB ) glFormat = _gl.RGB8;
  1245. if ( glFormat === _gl.RGBA ) glFormat = _gl.RGBA8;
  1246. }
  1247. textures.setTexture2D( texture, 0 );
  1248. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1249. state.unbindTexture();
  1250. };
  1251. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
  1252. const width = srcTexture.image.width;
  1253. const height = srcTexture.image.height;
  1254. const glFormat = utils.convert( dstTexture.format );
  1255. const glType = utils.convert( dstTexture.type );
  1256. textures.setTexture2D( dstTexture, 0 );
  1257. // As another texture upload may have changed pixelStorei
  1258. // parameters, make sure they are correct for the dstTexture
  1259. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1260. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1261. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1262. if ( srcTexture.isDataTexture ) {
  1263. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1264. } else {
  1265. if ( srcTexture.isCompressedTexture ) {
  1266. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1267. } else {
  1268. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1269. }
  1270. }
  1271. // Generate mipmaps only when copying level 0
  1272. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1273. state.unbindTexture();
  1274. };
  1275. this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
  1276. if ( _this.isWebGL1Renderer ) {
  1277. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  1278. return;
  1279. }
  1280. const width = sourceBox.max.x - sourceBox.min.x + 1;
  1281. const height = sourceBox.max.y - sourceBox.min.y + 1;
  1282. const depth = sourceBox.max.z - sourceBox.min.z + 1;
  1283. const glFormat = utils.convert( dstTexture.format );
  1284. const glType = utils.convert( dstTexture.type );
  1285. let glTarget;
  1286. if ( dstTexture.isDataTexture3D ) {
  1287. textures.setTexture3D( dstTexture, 0 );
  1288. glTarget = _gl.TEXTURE_3D;
  1289. } else if ( dstTexture.isDataTexture2DArray ) {
  1290. textures.setTexture2DArray( dstTexture, 0 );
  1291. glTarget = _gl.TEXTURE_2D_ARRAY;
  1292. } else {
  1293. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  1294. return;
  1295. }
  1296. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1297. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1298. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1299. const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  1300. const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  1301. const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  1302. const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  1303. const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
  1304. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;
  1305. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
  1306. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
  1307. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  1308. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  1309. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
  1310. if ( srcTexture.isDataTexture || srcTexture.isDataTexture3D ) {
  1311. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
  1312. } else {
  1313. if ( srcTexture.isCompressedTexture ) {
  1314. console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
  1315. _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
  1316. } else {
  1317. _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
  1318. }
  1319. }
  1320. _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  1321. _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  1322. _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  1323. _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  1324. _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
  1325. // Generate mipmaps only when copying level 0
  1326. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
  1327. state.unbindTexture();
  1328. };
  1329. this.initTexture = function ( texture ) {
  1330. textures.setTexture2D( texture, 0 );
  1331. state.unbindTexture();
  1332. };
  1333. this.resetState = function () {
  1334. _currentActiveCubeFace = 0;
  1335. _currentActiveMipmapLevel = 0;
  1336. _currentRenderTarget = null;
  1337. state.reset();
  1338. bindingStates.reset();
  1339. };
  1340. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1341. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1342. }
  1343. }
  1344. export { WebGLRenderer };