WebGLRenderer.js 49 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 { UniformsLib } from './shaders/UniformsLib.js';
  14. import { Vector2 } from '../math/Vector2.js';
  15. import { Vector3 } from '../math/Vector3.js';
  16. import { Vector4 } from '../math/Vector4.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 { WebGLExtensions } from './webgl/WebGLExtensions.js';
  25. import { WebGLGeometries } from './webgl/WebGLGeometries.js';
  26. import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
  27. import { WebGLInfo } from './webgl/WebGLInfo.js';
  28. import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
  29. import { WebGLObjects } from './webgl/WebGLObjects.js';
  30. import { WebGLPrograms } from './webgl/WebGLPrograms.js';
  31. import { WebGLProperties } from './webgl/WebGLProperties.js';
  32. import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
  33. import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
  34. import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
  35. import { WebGLState } from './webgl/WebGLState.js';
  36. import { WebGLTextures } from './webgl/WebGLTextures.js';
  37. import { WebGLUniforms } from './webgl/WebGLUniforms.js';
  38. import { WebGLUtils } from './webgl/WebGLUtils.js';
  39. import { WebXRManager } from './webxr/WebXRManager.js';
  40. import { WebGLMaterials } from "./webgl/WebGLMaterials.js";
  41. function WebGLRenderer( parameters ) {
  42. parameters = parameters || {};
  43. const _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  44. _context = parameters.context !== undefined ? parameters.context : null,
  45. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  46. _depth = parameters.depth !== undefined ? parameters.depth : true,
  47. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  48. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  49. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  50. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  51. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  52. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  53. let currentRenderList = null;
  54. let currentRenderState = null;
  55. // public properties
  56. this.domElement = _canvas;
  57. // Debug configuration container
  58. this.debug = {
  59. /**
  60. * Enables error checking and reporting when shader programs are being compiled
  61. * @type {boolean}
  62. */
  63. checkShaderErrors: true
  64. };
  65. // clearing
  66. this.autoClear = true;
  67. this.autoClearColor = true;
  68. this.autoClearDepth = true;
  69. this.autoClearStencil = true;
  70. // scene graph
  71. this.sortObjects = true;
  72. // user-defined clipping
  73. this.clippingPlanes = [];
  74. this.localClippingEnabled = false;
  75. // physically based shading
  76. this.gammaFactor = 2.0; // for backwards compatibility
  77. this.outputEncoding = LinearEncoding;
  78. // physical lights
  79. this.physicallyCorrectLights = false;
  80. // tone mapping
  81. this.toneMapping = NoToneMapping;
  82. this.toneMappingExposure = 1.0;
  83. // morphs
  84. this.maxMorphTargets = 8;
  85. this.maxMorphNormals = 4;
  86. // internal properties
  87. const _this = this;
  88. let _isContextLost = false;
  89. // internal state cache
  90. let _framebuffer = null;
  91. let _currentActiveCubeFace = 0;
  92. let _currentActiveMipmapLevel = 0;
  93. let _currentRenderTarget = null;
  94. let _currentFramebuffer = null;
  95. let _currentMaterialId = - 1;
  96. let _currentCamera = null;
  97. let _currentArrayCamera = null;
  98. const _currentViewport = new Vector4();
  99. const _currentScissor = new Vector4();
  100. let _currentScissorTest = null;
  101. //
  102. let _width = _canvas.width;
  103. let _height = _canvas.height;
  104. let _pixelRatio = 1;
  105. let _opaqueSort = null;
  106. let _transparentSort = null;
  107. const _viewport = new Vector4( 0, 0, _width, _height );
  108. const _scissor = new Vector4( 0, 0, _width, _height );
  109. let _scissorTest = false;
  110. // frustum
  111. const _frustum = new Frustum();
  112. // clipping
  113. const _clipping = new WebGLClipping();
  114. let _clippingEnabled = false;
  115. let _localClippingEnabled = false;
  116. // camera matrices cache
  117. const _projScreenMatrix = new Matrix4();
  118. const _vector3 = new Vector3();
  119. const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  120. function getTargetPixelRatio() {
  121. return _currentRenderTarget === null ? _pixelRatio : 1;
  122. }
  123. // initialize
  124. let _gl = _context;
  125. function getContext( contextNames, contextAttributes ) {
  126. for ( let i = 0; i < contextNames.length; i ++ ) {
  127. const contextName = contextNames[ i ];
  128. const context = _canvas.getContext( contextName, contextAttributes );
  129. if ( context !== null ) return context;
  130. }
  131. return null;
  132. }
  133. try {
  134. const contextAttributes = {
  135. alpha: _alpha,
  136. depth: _depth,
  137. stencil: _stencil,
  138. antialias: _antialias,
  139. premultipliedAlpha: _premultipliedAlpha,
  140. preserveDrawingBuffer: _preserveDrawingBuffer,
  141. powerPreference: _powerPreference,
  142. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  143. };
  144. // event listeners must be registered before WebGL context is created, see #12753
  145. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  146. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  147. if ( _gl === null ) {
  148. const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  149. if ( _this.isWebGL1Renderer === true ) {
  150. contextNames.shift();
  151. }
  152. _gl = getContext( contextNames, contextAttributes );
  153. if ( _gl === null ) {
  154. if ( getContext( contextNames ) ) {
  155. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  156. } else {
  157. throw new Error( 'Error creating WebGL context.' );
  158. }
  159. }
  160. }
  161. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  162. if ( _gl.getShaderPrecisionFormat === undefined ) {
  163. _gl.getShaderPrecisionFormat = function () {
  164. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  165. };
  166. }
  167. } catch ( error ) {
  168. console.error( 'THREE.WebGLRenderer: ' + error.message );
  169. throw error;
  170. }
  171. let extensions, capabilities, state, info;
  172. let properties, textures, attributes, geometries, objects;
  173. let programCache, materials, renderLists, renderStates;
  174. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  175. let utils, bindingStates;
  176. function initGLContext() {
  177. extensions = new WebGLExtensions( _gl );
  178. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  179. if ( capabilities.isWebGL2 === false ) {
  180. extensions.get( 'WEBGL_depth_texture' );
  181. extensions.get( 'OES_texture_float' );
  182. extensions.get( 'OES_texture_half_float' );
  183. extensions.get( 'OES_texture_half_float_linear' );
  184. extensions.get( 'OES_standard_derivatives' );
  185. extensions.get( 'OES_element_index_uint' );
  186. extensions.get( 'OES_vertex_array_object' );
  187. extensions.get( 'ANGLE_instanced_arrays' );
  188. }
  189. extensions.get( 'OES_texture_float_linear' );
  190. utils = new WebGLUtils( _gl, extensions, capabilities );
  191. state = new WebGLState( _gl, extensions, capabilities );
  192. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  193. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  194. info = new WebGLInfo( _gl );
  195. properties = new WebGLProperties();
  196. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  197. attributes = new WebGLAttributes( _gl, capabilities );
  198. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  199. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  200. objects = new WebGLObjects( _gl, geometries, attributes, info );
  201. morphtargets = new WebGLMorphtargets( _gl );
  202. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  203. materials = new WebGLMaterials( properties );
  204. renderLists = new WebGLRenderLists( properties );
  205. renderStates = new WebGLRenderStates();
  206. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  207. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  208. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  209. info.programs = programCache.programs;
  210. _this.capabilities = capabilities;
  211. _this.extensions = extensions;
  212. _this.properties = properties;
  213. _this.renderLists = renderLists;
  214. _this.state = state;
  215. _this.info = info;
  216. }
  217. initGLContext();
  218. // xr
  219. const xr = new WebXRManager( _this, _gl );
  220. this.xr = xr;
  221. // shadow map
  222. const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  223. this.shadowMap = shadowMap;
  224. // API
  225. this.getContext = function () {
  226. return _gl;
  227. };
  228. this.getContextAttributes = function () {
  229. return _gl.getContextAttributes();
  230. };
  231. this.forceContextLoss = function () {
  232. const extension = extensions.get( 'WEBGL_lose_context' );
  233. if ( extension ) extension.loseContext();
  234. };
  235. this.forceContextRestore = function () {
  236. const extension = extensions.get( 'WEBGL_lose_context' );
  237. if ( extension ) extension.restoreContext();
  238. };
  239. this.getPixelRatio = function () {
  240. return _pixelRatio;
  241. };
  242. this.setPixelRatio = function ( value ) {
  243. if ( value === undefined ) return;
  244. _pixelRatio = value;
  245. this.setSize( _width, _height, false );
  246. };
  247. this.getSize = function ( target ) {
  248. if ( target === undefined ) {
  249. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  250. target = new Vector2();
  251. }
  252. return target.set( _width, _height );
  253. };
  254. this.setSize = function ( width, height, updateStyle ) {
  255. if ( xr.isPresenting ) {
  256. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  257. return;
  258. }
  259. _width = width;
  260. _height = height;
  261. _canvas.width = Math.floor( width * _pixelRatio );
  262. _canvas.height = Math.floor( height * _pixelRatio );
  263. if ( updateStyle !== false ) {
  264. _canvas.style.width = width + 'px';
  265. _canvas.style.height = height + 'px';
  266. }
  267. this.setViewport( 0, 0, width, height );
  268. };
  269. this.getDrawingBufferSize = function ( target ) {
  270. if ( target === undefined ) {
  271. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  272. target = new Vector2();
  273. }
  274. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  275. };
  276. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  277. _width = width;
  278. _height = height;
  279. _pixelRatio = pixelRatio;
  280. _canvas.width = Math.floor( width * pixelRatio );
  281. _canvas.height = Math.floor( height * pixelRatio );
  282. this.setViewport( 0, 0, width, height );
  283. };
  284. this.getCurrentViewport = function ( target ) {
  285. if ( target === undefined ) {
  286. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  287. target = new Vector4();
  288. }
  289. return target.copy( _currentViewport );
  290. };
  291. this.getViewport = function ( target ) {
  292. return target.copy( _viewport );
  293. };
  294. this.setViewport = function ( x, y, width, height ) {
  295. if ( x.isVector4 ) {
  296. _viewport.set( x.x, x.y, x.z, x.w );
  297. } else {
  298. _viewport.set( x, y, width, height );
  299. }
  300. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  301. };
  302. this.getScissor = function ( target ) {
  303. return target.copy( _scissor );
  304. };
  305. this.setScissor = function ( x, y, width, height ) {
  306. if ( x.isVector4 ) {
  307. _scissor.set( x.x, x.y, x.z, x.w );
  308. } else {
  309. _scissor.set( x, y, width, height );
  310. }
  311. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  312. };
  313. this.getScissorTest = function () {
  314. return _scissorTest;
  315. };
  316. this.setScissorTest = function ( boolean ) {
  317. state.setScissorTest( _scissorTest = boolean );
  318. };
  319. this.setOpaqueSort = function ( method ) {
  320. _opaqueSort = method;
  321. };
  322. this.setTransparentSort = function ( method ) {
  323. _transparentSort = method;
  324. };
  325. // Clearing
  326. this.getClearColor = function () {
  327. return background.getClearColor();
  328. };
  329. this.setClearColor = function () {
  330. background.setClearColor.apply( background, arguments );
  331. };
  332. this.getClearAlpha = function () {
  333. return background.getClearAlpha();
  334. };
  335. this.setClearAlpha = function () {
  336. background.setClearAlpha.apply( background, arguments );
  337. };
  338. this.clear = function ( color, depth, stencil ) {
  339. let bits = 0;
  340. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  341. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  342. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  343. _gl.clear( bits );
  344. };
  345. this.clearColor = function () {
  346. this.clear( true, false, false );
  347. };
  348. this.clearDepth = function () {
  349. this.clear( false, true, false );
  350. };
  351. this.clearStencil = function () {
  352. this.clear( false, false, true );
  353. };
  354. //
  355. this.dispose = function () {
  356. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  357. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  358. renderLists.dispose();
  359. renderStates.dispose();
  360. properties.dispose();
  361. objects.dispose();
  362. bindingStates.dispose();
  363. xr.dispose();
  364. animation.stop();
  365. };
  366. // Events
  367. function onContextLost( event ) {
  368. event.preventDefault();
  369. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  370. _isContextLost = true;
  371. }
  372. function onContextRestore( /* event */ ) {
  373. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  374. _isContextLost = false;
  375. initGLContext();
  376. }
  377. function onMaterialDispose( event ) {
  378. const material = event.target;
  379. material.removeEventListener( 'dispose', onMaterialDispose );
  380. deallocateMaterial( material );
  381. }
  382. // Buffer deallocation
  383. function deallocateMaterial( material ) {
  384. releaseMaterialProgramReference( material );
  385. properties.remove( material );
  386. }
  387. function releaseMaterialProgramReference( material ) {
  388. const programInfo = properties.get( material ).program;
  389. if ( programInfo !== undefined ) {
  390. programCache.releaseProgram( programInfo );
  391. }
  392. }
  393. // Buffer rendering
  394. function renderObjectImmediate( object, program ) {
  395. object.render( function ( object ) {
  396. _this.renderBufferImmediate( object, program );
  397. } );
  398. }
  399. this.renderBufferImmediate = function ( object, program ) {
  400. bindingStates.initAttributes();
  401. const buffers = properties.get( object );
  402. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  403. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  404. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  405. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  406. const programAttributes = program.getAttributes();
  407. if ( object.hasPositions ) {
  408. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
  409. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  410. bindingStates.enableAttribute( programAttributes.position );
  411. _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
  412. }
  413. if ( object.hasNormals ) {
  414. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
  415. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  416. bindingStates.enableAttribute( programAttributes.normal );
  417. _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  418. }
  419. if ( object.hasUvs ) {
  420. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
  421. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  422. bindingStates.enableAttribute( programAttributes.uv );
  423. _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  424. }
  425. if ( object.hasColors ) {
  426. _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
  427. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  428. bindingStates.enableAttribute( programAttributes.color );
  429. _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
  430. }
  431. bindingStates.disableUnusedAttributes();
  432. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  433. object.count = 0;
  434. };
  435. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  436. if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  437. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  438. const program = setProgram( camera, scene, material, object );
  439. state.setMaterial( material, frontFaceCW );
  440. //
  441. let index = geometry.index;
  442. const position = geometry.attributes.position;
  443. //
  444. if ( index === null ) {
  445. if ( position === undefined || position.count === 0 ) return;
  446. } else if ( index.count === 0 ) {
  447. return;
  448. }
  449. //
  450. let rangeFactor = 1;
  451. if ( material.wireframe === true ) {
  452. index = geometries.getWireframeAttribute( geometry );
  453. rangeFactor = 2;
  454. }
  455. if ( material.morphTargets || material.morphNormals ) {
  456. morphtargets.update( object, geometry, material, program );
  457. }
  458. bindingStates.setup( object, material, program, geometry, index );
  459. let attribute;
  460. let renderer = bufferRenderer;
  461. if ( index !== null ) {
  462. attribute = attributes.get( index );
  463. renderer = indexedBufferRenderer;
  464. renderer.setIndex( attribute );
  465. }
  466. //
  467. const dataCount = ( index !== null ) ? index.count : position.count;
  468. const rangeStart = geometry.drawRange.start * rangeFactor;
  469. const rangeCount = geometry.drawRange.count * rangeFactor;
  470. const groupStart = group !== null ? group.start * rangeFactor : 0;
  471. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  472. const drawStart = Math.max( rangeStart, groupStart );
  473. const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  474. const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  475. if ( drawCount === 0 ) return;
  476. //
  477. if ( object.isMesh ) {
  478. if ( material.wireframe === true ) {
  479. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  480. renderer.setMode( _gl.LINES );
  481. } else {
  482. renderer.setMode( _gl.TRIANGLES );
  483. }
  484. } else if ( object.isLine ) {
  485. let lineWidth = material.linewidth;
  486. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  487. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  488. if ( object.isLineSegments ) {
  489. renderer.setMode( _gl.LINES );
  490. } else if ( object.isLineLoop ) {
  491. renderer.setMode( _gl.LINE_LOOP );
  492. } else {
  493. renderer.setMode( _gl.LINE_STRIP );
  494. }
  495. } else if ( object.isPoints ) {
  496. renderer.setMode( _gl.POINTS );
  497. } else if ( object.isSprite ) {
  498. renderer.setMode( _gl.TRIANGLES );
  499. }
  500. if ( object.isInstancedMesh ) {
  501. renderer.renderInstances( drawStart, drawCount, object.count );
  502. } else if ( geometry.isInstancedBufferGeometry ) {
  503. const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  504. renderer.renderInstances( drawStart, drawCount, instanceCount );
  505. } else {
  506. renderer.render( drawStart, drawCount );
  507. }
  508. };
  509. // Compile
  510. this.compile = function ( scene, camera ) {
  511. currentRenderState = renderStates.get( scene, camera );
  512. currentRenderState.init();
  513. scene.traverse( function ( object ) {
  514. if ( object.isLight ) {
  515. currentRenderState.pushLight( object );
  516. if ( object.castShadow ) {
  517. currentRenderState.pushShadow( object );
  518. }
  519. }
  520. } );
  521. currentRenderState.setupLights( camera );
  522. const compiled = new WeakMap();
  523. scene.traverse( function ( object ) {
  524. const material = object.material;
  525. if ( material ) {
  526. if ( Array.isArray( material ) ) {
  527. for ( let i = 0; i < material.length; i ++ ) {
  528. const material2 = material[ i ];
  529. if ( compiled.has( material2 ) === false ) {
  530. initMaterial( material2, scene, object );
  531. compiled.set( material2 );
  532. }
  533. }
  534. } else if ( compiled.has( material ) === false ) {
  535. initMaterial( material, scene, object );
  536. compiled.set( material );
  537. }
  538. }
  539. } );
  540. };
  541. // Animation Loop
  542. let onAnimationFrameCallback = null;
  543. function onAnimationFrame( time ) {
  544. if ( xr.isPresenting ) return;
  545. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  546. }
  547. const animation = new WebGLAnimation();
  548. animation.setAnimationLoop( onAnimationFrame );
  549. if ( typeof window !== 'undefined' ) animation.setContext( window );
  550. this.setAnimationLoop = function ( callback ) {
  551. onAnimationFrameCallback = callback;
  552. xr.setAnimationLoop( callback );
  553. ( callback === null ) ? animation.stop() : animation.start();
  554. };
  555. // Rendering
  556. this.render = function ( scene, camera ) {
  557. let renderTarget, forceClear;
  558. if ( arguments[ 2 ] !== undefined ) {
  559. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  560. renderTarget = arguments[ 2 ];
  561. }
  562. if ( arguments[ 3 ] !== undefined ) {
  563. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  564. forceClear = arguments[ 3 ];
  565. }
  566. if ( camera !== undefined && camera.isCamera !== true ) {
  567. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  568. return;
  569. }
  570. if ( _isContextLost === true ) return;
  571. // reset caching for this frame
  572. bindingStates.resetDefaultState();
  573. _currentMaterialId = - 1;
  574. _currentCamera = null;
  575. // update scene graph
  576. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  577. // update camera matrices and frustum
  578. if ( camera.parent === null ) camera.updateMatrixWorld();
  579. if ( xr.enabled === true && xr.isPresenting === true ) {
  580. camera = xr.getCamera( camera );
  581. }
  582. //
  583. if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  584. currentRenderState = renderStates.get( scene, camera );
  585. currentRenderState.init();
  586. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  587. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  588. _localClippingEnabled = this.localClippingEnabled;
  589. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  590. currentRenderList = renderLists.get( scene, camera );
  591. currentRenderList.init();
  592. projectObject( scene, camera, 0, _this.sortObjects );
  593. currentRenderList.finish();
  594. if ( _this.sortObjects === true ) {
  595. currentRenderList.sort( _opaqueSort, _transparentSort );
  596. }
  597. //
  598. if ( _clippingEnabled === true ) _clipping.beginShadows();
  599. const shadowsArray = currentRenderState.state.shadowsArray;
  600. shadowMap.render( shadowsArray, scene, camera );
  601. currentRenderState.setupLights( camera );
  602. if ( _clippingEnabled === true ) _clipping.endShadows();
  603. //
  604. if ( this.info.autoReset === true ) this.info.reset();
  605. if ( renderTarget !== undefined ) {
  606. this.setRenderTarget( renderTarget );
  607. }
  608. //
  609. background.render( currentRenderList, scene, camera, forceClear );
  610. // render scene
  611. const opaqueObjects = currentRenderList.opaque;
  612. const transparentObjects = currentRenderList.transparent;
  613. if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  614. if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
  615. //
  616. if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
  617. //
  618. if ( _currentRenderTarget !== null ) {
  619. // Generate mipmap if we're using any kind of mipmap filtering
  620. textures.updateRenderTargetMipmap( _currentRenderTarget );
  621. // resolve multisample renderbuffers to a single-sample texture if necessary
  622. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  623. }
  624. // Ensure depth buffer writing is enabled so it can be cleared on next render
  625. state.buffers.depth.setTest( true );
  626. state.buffers.depth.setMask( true );
  627. state.buffers.color.setMask( true );
  628. state.setPolygonOffset( false );
  629. // _gl.finish();
  630. currentRenderList = null;
  631. currentRenderState = null;
  632. };
  633. function projectObject( object, camera, groupOrder, sortObjects ) {
  634. if ( object.visible === false ) return;
  635. const visible = object.layers.test( camera.layers );
  636. if ( visible ) {
  637. if ( object.isGroup ) {
  638. groupOrder = object.renderOrder;
  639. } else if ( object.isLOD ) {
  640. if ( object.autoUpdate === true ) object.update( camera );
  641. } else if ( object.isLight ) {
  642. currentRenderState.pushLight( object );
  643. if ( object.castShadow ) {
  644. currentRenderState.pushShadow( object );
  645. }
  646. } else if ( object.isSprite ) {
  647. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  648. if ( sortObjects ) {
  649. _vector3.setFromMatrixPosition( object.matrixWorld )
  650. .applyMatrix4( _projScreenMatrix );
  651. }
  652. const geometry = objects.update( object );
  653. const material = object.material;
  654. if ( material.visible ) {
  655. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  656. }
  657. }
  658. } else if ( object.isImmediateRenderObject ) {
  659. if ( sortObjects ) {
  660. _vector3.setFromMatrixPosition( object.matrixWorld )
  661. .applyMatrix4( _projScreenMatrix );
  662. }
  663. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  664. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  665. if ( object.isSkinnedMesh ) {
  666. // update skeleton only once in a frame
  667. if ( object.skeleton.frame !== info.render.frame ) {
  668. object.skeleton.update();
  669. object.skeleton.frame = info.render.frame;
  670. }
  671. }
  672. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  673. if ( sortObjects ) {
  674. _vector3.setFromMatrixPosition( object.matrixWorld )
  675. .applyMatrix4( _projScreenMatrix );
  676. }
  677. const geometry = objects.update( object );
  678. const material = object.material;
  679. if ( Array.isArray( material ) ) {
  680. const groups = geometry.groups;
  681. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  682. const group = groups[ i ];
  683. const groupMaterial = material[ group.materialIndex ];
  684. if ( groupMaterial && groupMaterial.visible ) {
  685. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  686. }
  687. }
  688. } else if ( material.visible ) {
  689. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  690. }
  691. }
  692. }
  693. }
  694. const children = object.children;
  695. for ( let i = 0, l = children.length; i < l; i ++ ) {
  696. projectObject( children[ i ], camera, groupOrder, sortObjects );
  697. }
  698. }
  699. function renderObjects( renderList, scene, camera ) {
  700. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  701. for ( let i = 0, l = renderList.length; i < l; i ++ ) {
  702. const renderItem = renderList[ i ];
  703. const object = renderItem.object;
  704. const geometry = renderItem.geometry;
  705. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  706. const group = renderItem.group;
  707. if ( camera.isArrayCamera ) {
  708. _currentArrayCamera = camera;
  709. const cameras = camera.cameras;
  710. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  711. const camera2 = cameras[ j ];
  712. if ( object.layers.test( camera2.layers ) ) {
  713. state.viewport( _currentViewport.copy( camera2.viewport ) );
  714. currentRenderState.setupLights( camera2 );
  715. renderObject( object, scene, camera2, geometry, material, group );
  716. }
  717. }
  718. } else {
  719. _currentArrayCamera = null;
  720. renderObject( object, scene, camera, geometry, material, group );
  721. }
  722. }
  723. }
  724. function renderObject( object, scene, camera, geometry, material, group ) {
  725. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  726. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  727. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  728. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  729. if ( object.isImmediateRenderObject ) {
  730. const program = setProgram( camera, scene, material, object );
  731. state.setMaterial( material );
  732. bindingStates.reset();
  733. renderObjectImmediate( object, program );
  734. } else {
  735. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  736. }
  737. object.onAfterRender( _this, scene, camera, geometry, material, group );
  738. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  739. }
  740. function initMaterial( material, scene, object ) {
  741. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  742. const materialProperties = properties.get( material );
  743. const lights = currentRenderState.state.lights;
  744. const shadowsArray = currentRenderState.state.shadowsArray;
  745. const lightsStateVersion = lights.state.version;
  746. const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  747. const programCacheKey = programCache.getProgramCacheKey( parameters );
  748. let program = materialProperties.program;
  749. let programChange = true;
  750. if ( program === undefined ) {
  751. // new material
  752. material.addEventListener( 'dispose', onMaterialDispose );
  753. } else if ( program.cacheKey !== programCacheKey ) {
  754. // changed glsl or parameters
  755. releaseMaterialProgramReference( material );
  756. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  757. materialProperties.lightsStateVersion = lightsStateVersion;
  758. programChange = false;
  759. } else if ( parameters.shaderID !== undefined ) {
  760. // same glsl and uniform list
  761. return;
  762. } else {
  763. // only rebuild uniform list
  764. programChange = false;
  765. }
  766. if ( programChange ) {
  767. parameters.uniforms = programCache.getUniforms( material, parameters );
  768. material.onBeforeCompile( parameters, _this );
  769. program = programCache.acquireProgram( parameters, programCacheKey );
  770. materialProperties.program = program;
  771. materialProperties.uniforms = parameters.uniforms;
  772. materialProperties.outputEncoding = parameters.outputEncoding;
  773. }
  774. const programAttributes = program.getAttributes();
  775. if ( material.morphTargets ) {
  776. material.numSupportedMorphTargets = 0;
  777. for ( let i = 0; i < _this.maxMorphTargets; i ++ ) {
  778. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  779. material.numSupportedMorphTargets ++;
  780. }
  781. }
  782. }
  783. if ( material.morphNormals ) {
  784. material.numSupportedMorphNormals = 0;
  785. for ( let i = 0; i < _this.maxMorphNormals; i ++ ) {
  786. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  787. material.numSupportedMorphNormals ++;
  788. }
  789. }
  790. }
  791. const uniforms = materialProperties.uniforms;
  792. if ( ! material.isShaderMaterial &&
  793. ! material.isRawShaderMaterial ||
  794. material.clipping === true ) {
  795. materialProperties.numClippingPlanes = _clipping.numPlanes;
  796. materialProperties.numIntersection = _clipping.numIntersection;
  797. uniforms.clippingPlanes = _clipping.uniform;
  798. }
  799. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  800. materialProperties.fog = scene.fog;
  801. // store the light setup it was created for
  802. materialProperties.needsLights = materialNeedsLights( material );
  803. materialProperties.lightsStateVersion = lightsStateVersion;
  804. if ( materialProperties.needsLights ) {
  805. // wire up the material to this renderer's lighting state
  806. uniforms.ambientLightColor.value = lights.state.ambient;
  807. uniforms.lightProbe.value = lights.state.probe;
  808. uniforms.directionalLights.value = lights.state.directional;
  809. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  810. uniforms.spotLights.value = lights.state.spot;
  811. uniforms.spotLightShadows.value = lights.state.spotShadow;
  812. uniforms.rectAreaLights.value = lights.state.rectArea;
  813. uniforms.pointLights.value = lights.state.point;
  814. uniforms.pointLightShadows.value = lights.state.pointShadow;
  815. uniforms.hemisphereLights.value = lights.state.hemi;
  816. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  817. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  818. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  819. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  820. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  821. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  822. // TODO (abelnation): add area lights shadow info to uniforms
  823. }
  824. const progUniforms = materialProperties.program.getUniforms(),
  825. uniformsList =
  826. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  827. materialProperties.uniformsList = uniformsList;
  828. }
  829. function setProgram( camera, scene, material, object ) {
  830. if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  831. textures.resetTextureUnits();
  832. const fog = scene.fog;
  833. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  834. const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  835. const materialProperties = properties.get( material );
  836. const lights = currentRenderState.state.lights;
  837. if ( _clippingEnabled === true ) {
  838. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  839. const useCache =
  840. camera === _currentCamera &&
  841. material.id === _currentMaterialId;
  842. // we might want to call this function with some ClippingGroup
  843. // object instead of the material, once it becomes feasible
  844. // (#8465, #8379)
  845. _clipping.setState(
  846. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  847. camera, materialProperties, useCache );
  848. }
  849. }
  850. if ( material.version === materialProperties.__version ) {
  851. if ( materialProperties.program === undefined ) {
  852. initMaterial( material, scene, object );
  853. } else if ( material.fog && materialProperties.fog !== fog ) {
  854. initMaterial( material, scene, object );
  855. } else if ( materialProperties.environment !== environment ) {
  856. initMaterial( material, scene, object );
  857. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  858. initMaterial( material, scene, object );
  859. } else if ( materialProperties.numClippingPlanes !== undefined &&
  860. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  861. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  862. initMaterial( material, scene, object );
  863. } else if ( materialProperties.outputEncoding !== encoding ) {
  864. initMaterial( material, scene, object );
  865. }
  866. } else {
  867. initMaterial( material, scene, object );
  868. materialProperties.__version = material.version;
  869. }
  870. let refreshProgram = false;
  871. let refreshMaterial = false;
  872. let refreshLights = false;
  873. const program = materialProperties.program,
  874. p_uniforms = program.getUniforms(),
  875. m_uniforms = materialProperties.uniforms;
  876. if ( state.useProgram( program.program ) ) {
  877. refreshProgram = true;
  878. refreshMaterial = true;
  879. refreshLights = true;
  880. }
  881. if ( material.id !== _currentMaterialId ) {
  882. _currentMaterialId = material.id;
  883. refreshMaterial = true;
  884. }
  885. if ( refreshProgram || _currentCamera !== camera ) {
  886. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  887. if ( capabilities.logarithmicDepthBuffer ) {
  888. p_uniforms.setValue( _gl, 'logDepthBufFC',
  889. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  890. }
  891. if ( _currentCamera !== camera ) {
  892. _currentCamera = camera;
  893. // lighting uniforms depend on the camera so enforce an update
  894. // now, in case this material supports lights - or later, when
  895. // the next material that does gets activated:
  896. refreshMaterial = true; // set to true on material change
  897. refreshLights = true; // remains set until update done
  898. }
  899. // load material specific uniforms
  900. // (shader material also gets them for the sake of genericity)
  901. if ( material.isShaderMaterial ||
  902. material.isMeshPhongMaterial ||
  903. material.isMeshToonMaterial ||
  904. material.isMeshStandardMaterial ||
  905. material.envMap ) {
  906. const uCamPos = p_uniforms.map.cameraPosition;
  907. if ( uCamPos !== undefined ) {
  908. uCamPos.setValue( _gl,
  909. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  910. }
  911. }
  912. if ( material.isMeshPhongMaterial ||
  913. material.isMeshToonMaterial ||
  914. material.isMeshLambertMaterial ||
  915. material.isMeshBasicMaterial ||
  916. material.isMeshStandardMaterial ||
  917. material.isShaderMaterial ) {
  918. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  919. }
  920. if ( material.isMeshPhongMaterial ||
  921. material.isMeshToonMaterial ||
  922. material.isMeshLambertMaterial ||
  923. material.isMeshBasicMaterial ||
  924. material.isMeshStandardMaterial ||
  925. material.isShaderMaterial ||
  926. material.isShadowMaterial ||
  927. material.skinning ) {
  928. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  929. }
  930. }
  931. // skinning uniforms must be set even if material didn't change
  932. // auto-setting of texture unit for bone texture must go before other textures
  933. // otherwise textures used for skinning can take over texture units reserved for other material textures
  934. if ( material.skinning ) {
  935. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  936. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  937. const skeleton = object.skeleton;
  938. if ( skeleton ) {
  939. const bones = skeleton.bones;
  940. if ( capabilities.floatVertexTextures ) {
  941. if ( skeleton.boneTexture === undefined ) {
  942. // layout (1 matrix = 4 pixels)
  943. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  944. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  945. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  946. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  947. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  948. let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  949. size = MathUtils.ceilPowerOfTwo( size );
  950. size = Math.max( size, 4 );
  951. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  952. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  953. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  954. skeleton.boneMatrices = boneMatrices;
  955. skeleton.boneTexture = boneTexture;
  956. skeleton.boneTextureSize = size;
  957. }
  958. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  959. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  960. } else {
  961. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  962. }
  963. }
  964. }
  965. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  966. materialProperties.receiveShadow = object.receiveShadow;
  967. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  968. }
  969. if ( refreshMaterial ) {
  970. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  971. if ( materialProperties.needsLights ) {
  972. // the current material requires lighting info
  973. // note: all lighting uniforms are always set correctly
  974. // they simply reference the renderer's state for their
  975. // values
  976. //
  977. // use the current material's .needsUpdate flags to set
  978. // the GL state when required
  979. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  980. }
  981. // refresh uniforms common to several materials
  982. if ( fog && material.fog ) {
  983. materials.refreshFogUniforms( m_uniforms, fog );
  984. }
  985. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  986. // RectAreaLight Texture
  987. // TODO (mrdoob): Find a nicer implementation
  988. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  989. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  990. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  991. }
  992. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  993. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  994. material.uniformsNeedUpdate = false;
  995. }
  996. if ( material.isSpriteMaterial ) {
  997. p_uniforms.setValue( _gl, 'center', object.center );
  998. }
  999. // common matrices
  1000. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  1001. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  1002. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  1003. return program;
  1004. }
  1005. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  1006. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  1007. uniforms.ambientLightColor.needsUpdate = value;
  1008. uniforms.lightProbe.needsUpdate = value;
  1009. uniforms.directionalLights.needsUpdate = value;
  1010. uniforms.directionalLightShadows.needsUpdate = value;
  1011. uniforms.pointLights.needsUpdate = value;
  1012. uniforms.pointLightShadows.needsUpdate = value;
  1013. uniforms.spotLights.needsUpdate = value;
  1014. uniforms.spotLightShadows.needsUpdate = value;
  1015. uniforms.rectAreaLights.needsUpdate = value;
  1016. uniforms.hemisphereLights.needsUpdate = value;
  1017. }
  1018. function materialNeedsLights( material ) {
  1019. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  1020. material.isMeshStandardMaterial || material.isShadowMaterial ||
  1021. ( material.isShaderMaterial && material.lights === true );
  1022. }
  1023. //
  1024. this.setFramebuffer = function ( value ) {
  1025. if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( _gl.FRAMEBUFFER, value );
  1026. _framebuffer = value;
  1027. };
  1028. this.getActiveCubeFace = function () {
  1029. return _currentActiveCubeFace;
  1030. };
  1031. this.getActiveMipmapLevel = function () {
  1032. return _currentActiveMipmapLevel;
  1033. };
  1034. this.getRenderTarget = function () {
  1035. return _currentRenderTarget;
  1036. };
  1037. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  1038. _currentRenderTarget = renderTarget;
  1039. _currentActiveCubeFace = activeCubeFace;
  1040. _currentActiveMipmapLevel = activeMipmapLevel;
  1041. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  1042. textures.setupRenderTarget( renderTarget );
  1043. }
  1044. let framebuffer = _framebuffer;
  1045. let isCube = false;
  1046. if ( renderTarget ) {
  1047. const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1048. if ( renderTarget.isWebGLCubeRenderTarget ) {
  1049. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  1050. isCube = true;
  1051. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  1052. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  1053. } else {
  1054. framebuffer = __webglFramebuffer;
  1055. }
  1056. _currentViewport.copy( renderTarget.viewport );
  1057. _currentScissor.copy( renderTarget.scissor );
  1058. _currentScissorTest = renderTarget.scissorTest;
  1059. } else {
  1060. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  1061. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  1062. _currentScissorTest = _scissorTest;
  1063. }
  1064. if ( _currentFramebuffer !== framebuffer ) {
  1065. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1066. _currentFramebuffer = framebuffer;
  1067. }
  1068. state.viewport( _currentViewport );
  1069. state.scissor( _currentScissor );
  1070. state.setScissorTest( _currentScissorTest );
  1071. if ( isCube ) {
  1072. const textureProperties = properties.get( renderTarget.texture );
  1073. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  1074. }
  1075. };
  1076. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  1077. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  1078. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  1079. return;
  1080. }
  1081. let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  1082. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  1083. framebuffer = framebuffer[ activeCubeFaceIndex ];
  1084. }
  1085. if ( framebuffer ) {
  1086. let restore = false;
  1087. if ( framebuffer !== _currentFramebuffer ) {
  1088. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1089. restore = true;
  1090. }
  1091. try {
  1092. const texture = renderTarget.texture;
  1093. const textureFormat = texture.format;
  1094. const textureType = texture.type;
  1095. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
  1096. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  1097. return;
  1098. }
  1099. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  1100. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  1101. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  1102. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  1103. return;
  1104. }
  1105. if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
  1106. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  1107. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  1108. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  1109. }
  1110. } else {
  1111. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  1112. }
  1113. } finally {
  1114. if ( restore ) {
  1115. _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
  1116. }
  1117. }
  1118. }
  1119. };
  1120. this.copyFramebufferToTexture = function ( position, texture, level ) {
  1121. if ( level === undefined ) level = 0;
  1122. const levelScale = Math.pow( 2, - level );
  1123. const width = Math.floor( texture.image.width * levelScale );
  1124. const height = Math.floor( texture.image.height * levelScale );
  1125. const glFormat = utils.convert( texture.format );
  1126. textures.setTexture2D( texture, 0 );
  1127. _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
  1128. state.unbindTexture();
  1129. };
  1130. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  1131. if ( level === undefined ) level = 0;
  1132. const width = srcTexture.image.width;
  1133. const height = srcTexture.image.height;
  1134. const glFormat = utils.convert( dstTexture.format );
  1135. const glType = utils.convert( dstTexture.type );
  1136. textures.setTexture2D( dstTexture, 0 );
  1137. // As another texture upload may have changed pixelStorei
  1138. // parameters, make sure they are correct for the dstTexture
  1139. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  1140. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  1141. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  1142. if ( srcTexture.isDataTexture ) {
  1143. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  1144. } else {
  1145. if ( srcTexture.isCompressedTexture ) {
  1146. _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  1147. } else {
  1148. _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
  1149. }
  1150. }
  1151. // Generate mipmaps only when copying level 0
  1152. if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
  1153. state.unbindTexture();
  1154. };
  1155. this.initTexture = function ( texture ) {
  1156. textures.setTexture2D( texture, 0 );
  1157. state.unbindTexture();
  1158. };
  1159. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  1160. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  1161. }
  1162. }
  1163. export { WebGLRenderer };