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WebGLBackend.js 27 KB

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  1. import { WebGLCoordinateSystem } from 'three';
  2. import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
  3. import Backend from '../common/Backend.js';
  4. import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
  5. import WebGLState from './utils/WebGLState.js';
  6. import WebGLUtils from './utils/WebGLUtils.js';
  7. import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
  8. import WebGLExtensions from './utils/WebGLExtensions.js';
  9. import WebGLCapabilities from './utils/WebGLCapabilities.js';
  10. import { GLFeatureName } from './utils/WebGLConstants.js';
  11. //
  12. class WebGLBackend extends Backend {
  13. constructor( parameters = {} ) {
  14. super( parameters );
  15. this.isWebGLBackend = true;
  16. }
  17. init( renderer ) {
  18. super.init( renderer );
  19. //
  20. const parameters = this.parameters;
  21. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  22. this.gl = glContext;
  23. this.extensions = new WebGLExtensions( this );
  24. this.capabilities = new WebGLCapabilities( this );
  25. this.attributeUtils = new WebGLAttributeUtils( this );
  26. this.textureUtils = new WebGLTextureUtils( this );
  27. this.state = new WebGLState( this );
  28. this.utils = new WebGLUtils( this );
  29. this.vaoCache = {};
  30. this.transformFeedbackCache = {};
  31. this.discard = false;
  32. this.extensions.get( 'EXT_color_buffer_float' );
  33. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  34. this._currentContext = null;
  35. }
  36. get coordinateSystem() {
  37. return WebGLCoordinateSystem;
  38. }
  39. async getArrayBufferAsync( attribute ) {
  40. return await this.attributeUtils.getArrayBufferAsync( attribute );
  41. }
  42. getContext() {
  43. return this.gl;
  44. }
  45. beginRender( renderContext ) {
  46. const { gl } = this;
  47. const renderContextData = this.get( renderContext );
  48. //
  49. //
  50. renderContextData.previousContext = this._currentContext;
  51. this._currentContext = renderContext;
  52. this._setFramebuffer( renderContext );
  53. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext );
  54. //
  55. if ( renderContext.viewport ) {
  56. this.updateViewport( renderContext );
  57. } else {
  58. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  59. }
  60. if ( renderContext.scissor ) {
  61. const { x, y, width, height } = renderContext.scissorValue;
  62. gl.scissor( x, y, width, height );
  63. }
  64. const occlusionQueryCount = renderContext.occlusionQueryCount;
  65. if ( occlusionQueryCount > 0 ) {
  66. // Get a reference to the array of objects with queries. The renderContextData property
  67. // can be changed by another render pass before the async reading of all previous queries complete
  68. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  69. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  70. renderContextData.lastOcclusionObject = null;
  71. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  72. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  73. renderContextData.occlusionQueryIndex = 0;
  74. }
  75. }
  76. finishRender( renderContext ) {
  77. const { gl, state } = this;
  78. const renderContextData = this.get( renderContext );
  79. const previousContext = renderContextData.previousContext;
  80. const textures = renderContext.textures;
  81. if ( textures !== null ) {
  82. for ( let i = 0; i < textures.length; i ++ ) {
  83. const texture = textures[ i ];
  84. if ( texture.generateMipmaps ) {
  85. this.generateMipmaps( texture );
  86. }
  87. }
  88. }
  89. this._currentContext = previousContext;
  90. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  91. const renderTargetContextData = this.get( renderContext.renderTarget );
  92. const { samples } = renderContext.renderTarget;
  93. const fb = renderTargetContextData.framebuffer;
  94. const mask = gl.COLOR_BUFFER_BIT;
  95. if ( samples > 0 ) {
  96. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  97. const textures = renderContext.textures;
  98. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  99. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  100. for ( let i = 0; i < textures.length; i ++ ) {
  101. // TODO Add support for MRT
  102. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  103. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  104. }
  105. }
  106. }
  107. if ( previousContext !== null ) {
  108. this._setFramebuffer( previousContext );
  109. if ( previousContext.viewport ) {
  110. this.updateViewport( previousContext );
  111. } else {
  112. const gl = this.gl;
  113. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  114. }
  115. }
  116. const occlusionQueryCount = renderContext.occlusionQueryCount;
  117. if ( occlusionQueryCount > 0 ) {
  118. const renderContextData = this.get( renderContext );
  119. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  120. const { gl } = this;
  121. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  122. }
  123. this.resolveOccludedAsync( renderContext );
  124. }
  125. }
  126. resolveOccludedAsync( renderContext ) {
  127. const renderContextData = this.get( renderContext );
  128. // handle occlusion query results
  129. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  130. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  131. const occluded = new WeakSet();
  132. const { gl } = this;
  133. renderContextData.currentOcclusionQueryObjects = null;
  134. renderContextData.currentOcclusionQueries = null;
  135. const check = () => {
  136. let completed = 0;
  137. // check all queries and requeue as appropriate
  138. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  139. const query = currentOcclusionQueries[ i ];
  140. if ( query === null ) continue;
  141. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  142. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  143. currentOcclusionQueries[ i ] = null;
  144. gl.deleteQuery( query );
  145. completed ++;
  146. }
  147. }
  148. if ( completed < currentOcclusionQueries.length ) {
  149. requestAnimationFrame( check );
  150. } else {
  151. renderContextData.occluded = occluded;
  152. }
  153. };
  154. check();
  155. }
  156. }
  157. isOccluded( renderContext, object ) {
  158. const renderContextData = this.get( renderContext );
  159. return renderContextData.occluded && renderContextData.occluded.has( object );
  160. }
  161. updateViewport( renderContext ) {
  162. const gl = this.gl;
  163. const { x, y, width, height } = renderContext.viewportValue;
  164. gl.viewport( x, y, width, height );
  165. }
  166. setScissorTest( boolean ) {
  167. const gl = this.gl;
  168. if ( boolean ) {
  169. gl.enable( gl.SCISSOR_TEST );
  170. } else {
  171. gl.disable( gl.SCISSOR_TEST );
  172. }
  173. }
  174. clear( color, depth, stencil, descriptor = null ) {
  175. const { gl } = this;
  176. if ( descriptor === null ) {
  177. descriptor = {
  178. textures: null,
  179. clearColorValue: this.getClearColor()
  180. };
  181. }
  182. //
  183. let clear = 0;
  184. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  185. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  186. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  187. if ( clear !== 0 ) {
  188. const clearColor = descriptor.clearColorValue;
  189. if ( depth ) this.state.setDepthMask( true );
  190. if ( descriptor.textures === null ) {
  191. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  192. gl.clear( clear );
  193. } else {
  194. if ( color ) {
  195. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  196. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  197. }
  198. }
  199. if ( depth && stencil ) {
  200. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  201. } else if ( depth ) {
  202. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  203. } else if ( stencil ) {
  204. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  205. }
  206. }
  207. }
  208. }
  209. beginCompute( /*computeGroup*/ ) {
  210. const gl = this.gl;
  211. gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  212. }
  213. compute( computeGroup, computeNode, bindings, pipeline ) {
  214. const gl = this.gl;
  215. if ( ! this.discard ) {
  216. // required here to handle async behaviour of render.compute()
  217. gl.enable( gl.RASTERIZER_DISCARD );
  218. this.discard = true;
  219. }
  220. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  221. const vaoKey = this._getVaoKey( null, attributes );
  222. const vaoGPU = this.vaoCache[ vaoKey ];
  223. if ( vaoGPU === undefined ) {
  224. this._createVao( null, attributes );
  225. } else {
  226. gl.bindVertexArray( vaoGPU );
  227. }
  228. gl.useProgram( programGPU );
  229. this._bindUniforms( bindings );
  230. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  231. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  232. gl.beginTransformFeedback( gl.POINTS );
  233. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  234. gl.endTransformFeedback();
  235. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  236. // switch active buffers
  237. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  238. transformBuffers[ i ].switchBuffers();
  239. }
  240. }
  241. finishCompute( /*computeGroup*/ ) {
  242. const gl = this.gl;
  243. this.discard = false;
  244. gl.disable( gl.RASTERIZER_DISCARD );
  245. }
  246. draw( renderObject, info ) {
  247. const { pipeline, material, context } = renderObject;
  248. const { programGPU } = this.get( pipeline );
  249. const { gl, state } = this;
  250. const contextData = this.get( context );
  251. //
  252. this._bindUniforms( renderObject.getBindings() );
  253. state.setMaterial( material );
  254. gl.useProgram( programGPU );
  255. //
  256. let vaoGPU = renderObject.staticVao;
  257. if ( vaoGPU === undefined ) {
  258. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  259. vaoGPU = this.vaoCache[ vaoKey ];
  260. if ( vaoGPU === undefined ) {
  261. let staticVao;
  262. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  263. if ( staticVao ) renderObject.staticVao = vaoGPU;
  264. }
  265. }
  266. gl.bindVertexArray( vaoGPU );
  267. //
  268. const index = renderObject.getIndex();
  269. const object = renderObject.object;
  270. const geometry = renderObject.geometry;
  271. const drawRange = geometry.drawRange;
  272. const firstVertex = drawRange.start;
  273. //
  274. const lastObject = contextData.lastOcclusionObject;
  275. if ( lastObject !== object && lastObject !== undefined ) {
  276. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  277. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  278. contextData.occlusionQueryIndex ++;
  279. }
  280. if ( object.occlusionTest === true ) {
  281. const query = gl.createQuery();
  282. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  283. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  284. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  285. }
  286. contextData.lastOcclusionObject = object;
  287. }
  288. //
  289. let mode;
  290. if ( object.isPoints ) mode = gl.POINTS;
  291. else if ( object.isLineSegments ) mode = gl.LINES;
  292. else if ( object.isLine ) mode = gl.LINE_STRIP;
  293. else if ( object.isLineLoop ) mode = gl.LINE_LOOP;
  294. else {
  295. if ( material.wireframe === true ) {
  296. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  297. mode = gl.LINES;
  298. } else {
  299. mode = gl.TRIANGLES;
  300. }
  301. }
  302. //
  303. const instanceCount = this.getInstanceCount( renderObject );
  304. if ( index !== null ) {
  305. const indexData = this.get( index );
  306. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  307. if ( instanceCount > 1 ) {
  308. gl.drawElementsInstanced( mode, index.count, indexData.type, firstVertex, instanceCount );
  309. } else {
  310. gl.drawElements( mode, index.count, indexData.type, firstVertex );
  311. }
  312. info.update( object, indexCount, 1 );
  313. } else {
  314. const positionAttribute = geometry.attributes.position;
  315. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
  316. if ( instanceCount > 1 ) {
  317. gl.drawArraysInstanced( mode, 0, vertexCount, instanceCount );
  318. } else {
  319. gl.drawArrays( mode, 0, vertexCount );
  320. }
  321. //gl.drawArrays( mode, vertexCount, gl.UNSIGNED_SHORT, firstVertex );
  322. info.update( object, vertexCount, 1 );
  323. }
  324. //
  325. gl.bindVertexArray( null );
  326. }
  327. needsRenderUpdate( /*renderObject*/ ) {
  328. return false;
  329. }
  330. getRenderCacheKey( renderObject ) {
  331. return renderObject.id;
  332. }
  333. // textures
  334. createDefaultTexture( texture ) {
  335. this.textureUtils.createDefaultTexture( texture );
  336. }
  337. createTexture( texture, options ) {
  338. this.textureUtils.createTexture( texture, options );
  339. }
  340. updateTexture( texture, options ) {
  341. this.textureUtils.updateTexture( texture, options );
  342. }
  343. generateMipmaps( texture ) {
  344. this.textureUtils.generateMipmaps( texture );
  345. }
  346. destroyTexture( texture ) {
  347. this.textureUtils.destroyTexture( texture );
  348. }
  349. copyTextureToBuffer( texture, x, y, width, height ) {
  350. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  351. }
  352. createSampler( /*texture*/ ) {
  353. //console.warn( 'Abstract class.' );
  354. }
  355. destroySampler() {}
  356. // node builder
  357. createNodeBuilder( object, renderer, scene = null ) {
  358. return new GLSLNodeBuilder( object, renderer, scene );
  359. }
  360. // program
  361. createProgram( program ) {
  362. const gl = this.gl;
  363. const { stage, code } = program;
  364. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  365. gl.shaderSource( shader, code );
  366. gl.compileShader( shader );
  367. this.set( program, {
  368. shaderGPU: shader
  369. } );
  370. }
  371. destroyProgram( /*program*/ ) {
  372. console.warn( 'Abstract class.' );
  373. }
  374. createRenderPipeline( renderObject, promises ) {
  375. const gl = this.gl;
  376. const pipeline = renderObject.pipeline;
  377. // Program
  378. const { fragmentProgram, vertexProgram } = pipeline;
  379. const programGPU = gl.createProgram();
  380. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  381. const vertexShader = this.get( vertexProgram ).shaderGPU;
  382. gl.attachShader( programGPU, fragmentShader );
  383. gl.attachShader( programGPU, vertexShader );
  384. gl.linkProgram( programGPU );
  385. this.set( pipeline, {
  386. programGPU,
  387. fragmentShader,
  388. vertexShader
  389. } );
  390. if ( promises !== null && this.parallel ) {
  391. const p = new Promise( ( resolve /*, reject*/ ) => {
  392. const parallel = this.parallel;
  393. const checkStatus = () => {
  394. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  395. this._completeCompile( renderObject, pipeline );
  396. resolve();
  397. } else {
  398. requestAnimationFrame( checkStatus );
  399. }
  400. };
  401. checkStatus();
  402. } );
  403. promises.push( p );
  404. return;
  405. }
  406. this._completeCompile( renderObject, pipeline );
  407. }
  408. _completeCompile( renderObject, pipeline ) {
  409. const gl = this.gl;
  410. const pipelineData = this.get( pipeline );
  411. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  412. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  413. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  414. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  415. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  416. }
  417. gl.useProgram( programGPU );
  418. // Bindings
  419. this._setupBindings( renderObject.getBindings(), programGPU );
  420. //
  421. this.set( pipeline, {
  422. programGPU
  423. } );
  424. }
  425. createComputePipeline( computePipeline, bindings ) {
  426. const gl = this.gl;
  427. // Program
  428. const fragmentProgram = {
  429. stage: 'fragment',
  430. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  431. };
  432. this.createProgram( fragmentProgram );
  433. const { computeProgram } = computePipeline;
  434. const programGPU = gl.createProgram();
  435. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  436. const vertexShader = this.get( computeProgram ).shaderGPU;
  437. const transforms = computeProgram.transforms;
  438. const transformVaryingNames = [];
  439. const transformAttributeNodes = [];
  440. for ( let i = 0; i < transforms.length; i ++ ) {
  441. const transform = transforms[ i ];
  442. transformVaryingNames.push( transform.varyingName );
  443. transformAttributeNodes.push( transform.attributeNode );
  444. }
  445. gl.attachShader( programGPU, fragmentShader );
  446. gl.attachShader( programGPU, vertexShader );
  447. gl.transformFeedbackVaryings(
  448. programGPU,
  449. transformVaryingNames,
  450. gl.SEPARATE_ATTRIBS,
  451. );
  452. gl.linkProgram( programGPU );
  453. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  454. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  455. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  456. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  457. }
  458. gl.useProgram( programGPU );
  459. // Bindings
  460. this.createBindings( bindings );
  461. this._setupBindings( bindings, programGPU );
  462. const attributeNodes = computeProgram.attributes;
  463. const attributes = [];
  464. const transformBuffers = [];
  465. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  466. const attribute = attributeNodes[ i ].node.attribute;
  467. attributes.push( attribute );
  468. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  469. }
  470. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  471. const attribute = transformAttributeNodes[ i ].attribute;
  472. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  473. const attributeData = this.get( attribute );
  474. transformBuffers.push( attributeData );
  475. }
  476. //
  477. this.set( computePipeline, {
  478. programGPU,
  479. transformBuffers,
  480. attributes
  481. } );
  482. }
  483. createBindings( bindings ) {
  484. this.updateBindings( bindings );
  485. }
  486. updateBindings( bindings ) {
  487. const { gl } = this;
  488. let groupIndex = 0;
  489. let textureIndex = 0;
  490. for ( const binding of bindings ) {
  491. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  492. const bufferGPU = gl.createBuffer();
  493. const data = binding.buffer;
  494. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  495. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  496. gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  497. this.set( binding, {
  498. index: groupIndex ++,
  499. bufferGPU
  500. } );
  501. } else if ( binding.isSampledTexture ) {
  502. const { textureGPU, glTextureType } = this.get( binding.texture );
  503. this.set( binding, {
  504. index: textureIndex ++,
  505. textureGPU,
  506. glTextureType
  507. } );
  508. }
  509. }
  510. }
  511. updateBinding( binding ) {
  512. const gl = this.gl;
  513. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  514. const bindingData = this.get( binding );
  515. const bufferGPU = bindingData.bufferGPU;
  516. const data = binding.buffer;
  517. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  518. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  519. }
  520. }
  521. // attributes
  522. createIndexAttribute( attribute ) {
  523. const gl = this.gl;
  524. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  525. }
  526. createAttribute( attribute ) {
  527. if ( this.has( attribute ) ) return;
  528. const gl = this.gl;
  529. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  530. }
  531. createStorageAttribute( attribute ) {
  532. //console.warn( 'Abstract class.' );
  533. }
  534. updateAttribute( attribute ) {
  535. this.attributeUtils.updateAttribute( attribute );
  536. }
  537. destroyAttribute( attribute ) {
  538. this.attributeUtils.destroyAttribute( attribute );
  539. }
  540. updateSize() {
  541. //console.warn( 'Abstract class.' );
  542. }
  543. async hasFeatureAsync( name ) {
  544. return this.hasFeature( name );
  545. }
  546. hasFeature( name ) {
  547. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  548. const extensions = this.extensions;
  549. for ( let i = 0; i < keysMatching.length; i ++ ) {
  550. if ( extensions.has( keysMatching[ i ] ) ) return true;
  551. }
  552. return false;
  553. }
  554. getMaxAnisotropy() {
  555. return this.capabilities.getMaxAnisotropy();
  556. }
  557. copyFramebufferToTexture( texture, renderContext ) {
  558. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  559. }
  560. _setFramebuffer( renderContext ) {
  561. const { gl, state } = this;
  562. let currentFrameBuffer = null;
  563. if ( renderContext.textures !== null ) {
  564. const renderTarget = renderContext.renderTarget;
  565. const renderTargetContextData = this.get( renderTarget );
  566. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  567. const cubeFace = this.renderer._activeCubeFace;
  568. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  569. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  570. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  571. let fb;
  572. if ( isCube ) {
  573. if ( renderTargetContextData.cubeFramebuffers === undefined ) {
  574. renderTargetContextData.cubeFramebuffers = [];
  575. }
  576. fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
  577. } else {
  578. fb = renderTargetContextData.framebuffer;
  579. }
  580. if ( fb === undefined ) {
  581. fb = gl.createFramebuffer();
  582. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  583. const textures = renderContext.textures;
  584. if ( isCube ) {
  585. renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
  586. const { textureGPU } = this.get( textures[ 0 ] );
  587. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  588. } else {
  589. for ( let i = 0; i < textures.length; i ++ ) {
  590. const texture = textures[ i ];
  591. const textureData = this.get( texture );
  592. textureData.renderTarget = renderContext.renderTarget;
  593. const attachment = gl.COLOR_ATTACHMENT0 + i;
  594. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  595. }
  596. renderTargetContextData.framebuffer = fb;
  597. state.drawBuffers( renderContext, fb );
  598. }
  599. if ( renderContext.depthTexture !== null ) {
  600. const textureData = this.get( renderContext.depthTexture );
  601. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  602. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  603. }
  604. }
  605. if ( samples > 0 ) {
  606. if ( msaaFb === undefined ) {
  607. const invalidationArray = [];
  608. msaaFb = gl.createFramebuffer();
  609. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  610. const msaaRenderbuffers = [];
  611. const textures = renderContext.textures;
  612. for ( let i = 0; i < textures.length; i ++ ) {
  613. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  614. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  615. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  616. if ( depthBuffer ) {
  617. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  618. invalidationArray.push( depthStyle );
  619. }
  620. const texture = renderContext.textures[ i ];
  621. const textureData = this.get( texture );
  622. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
  623. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  624. }
  625. renderTargetContextData.msaaFrameBuffer = msaaFb;
  626. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  627. if ( depthRenderbuffer === undefined ) {
  628. depthRenderbuffer = gl.createRenderbuffer();
  629. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
  630. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  631. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  632. invalidationArray.push( depthStyle );
  633. }
  634. renderTargetContextData.invalidationArray = invalidationArray;
  635. }
  636. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  637. } else {
  638. currentFrameBuffer = fb;
  639. }
  640. }
  641. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  642. }
  643. _getVaoKey( index, attributes ) {
  644. let key = [];
  645. if ( index !== null ) {
  646. const indexData = this.get( index );
  647. key += ':' + indexData.id;
  648. }
  649. for ( let i = 0; i < attributes.length; i ++ ) {
  650. const attributeData = this.get( attributes[ i ] );
  651. key += ':' + attributeData.id;
  652. }
  653. return key;
  654. }
  655. _createVao( index, attributes ) {
  656. const { gl } = this;
  657. const vaoGPU = gl.createVertexArray();
  658. let key = '';
  659. let staticVao = true;
  660. gl.bindVertexArray( vaoGPU );
  661. if ( index !== null ) {
  662. const indexData = this.get( index );
  663. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  664. key += ':' + indexData.id;
  665. }
  666. for ( let i = 0; i < attributes.length; i ++ ) {
  667. const attribute = attributes[ i ];
  668. const attributeData = this.get( attribute );
  669. key += ':' + attributeData.id;
  670. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  671. gl.enableVertexAttribArray( i );
  672. if ( attribute.isStorageBufferAttribute ) staticVao = false;
  673. let stride, offset;
  674. if ( attribute.isInterleavedBufferAttribute === true ) {
  675. stride = attribute.data.stride * attributeData.bytesPerElement;
  676. offset = attribute.offset * attributeData.bytesPerElement;
  677. } else {
  678. stride = 0;
  679. offset = 0;
  680. }
  681. if ( attributeData.isInteger ) {
  682. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  683. } else {
  684. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  685. }
  686. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  687. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  688. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  689. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  690. }
  691. }
  692. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  693. this.vaoCache[ key ] = vaoGPU;
  694. return { vaoGPU, staticVao };
  695. }
  696. _getTransformFeedback( transformBuffers ) {
  697. let key = '';
  698. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  699. key += ':' + transformBuffers[ i ].id;
  700. }
  701. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  702. if ( transformFeedbackGPU !== undefined ) {
  703. return transformFeedbackGPU;
  704. }
  705. const gl = this.gl;
  706. transformFeedbackGPU = gl.createTransformFeedback();
  707. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  708. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  709. const attributeData = transformBuffers[ i ];
  710. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  711. }
  712. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  713. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  714. return transformFeedbackGPU;
  715. }
  716. _setupBindings( bindings, programGPU ) {
  717. const gl = this.gl;
  718. for ( const binding of bindings ) {
  719. const bindingData = this.get( binding );
  720. const index = bindingData.index;
  721. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  722. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  723. gl.uniformBlockBinding( programGPU, location, index );
  724. } else if ( binding.isSampledTexture ) {
  725. const location = gl.getUniformLocation( programGPU, binding.name );
  726. gl.uniform1i( location, index );
  727. }
  728. }
  729. }
  730. _bindUniforms( bindings ) {
  731. const { gl, state } = this;
  732. for ( const binding of bindings ) {
  733. const bindingData = this.get( binding );
  734. const index = bindingData.index;
  735. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  736. gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  737. } else if ( binding.isSampledTexture ) {
  738. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  739. }
  740. }
  741. }
  742. }
  743. export default WebGLBackend;