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- import { WebGLCoordinateSystem } from 'three';
- import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
- import Backend from '../common/Backend.js';
- import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
- import WebGLState from './utils/WebGLState.js';
- import WebGLUtils from './utils/WebGLUtils.js';
- import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
- import WebGLExtensions from './utils/WebGLExtensions.js';
- import WebGLCapabilities from './utils/WebGLCapabilities.js';
- import { GLFeatureName } from './utils/WebGLConstants.js';
- //
- class WebGLBackend extends Backend {
- constructor( parameters = {} ) {
- super( parameters );
- this.isWebGLBackend = true;
- }
- init( renderer ) {
- super.init( renderer );
- //
- const parameters = this.parameters;
- const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
- this.gl = glContext;
- this.extensions = new WebGLExtensions( this );
- this.capabilities = new WebGLCapabilities( this );
- this.attributeUtils = new WebGLAttributeUtils( this );
- this.textureUtils = new WebGLTextureUtils( this );
- this.state = new WebGLState( this );
- this.utils = new WebGLUtils( this );
- this.vaoCache = {};
- this.transformFeedbackCache = {};
- this.discard = false;
- this.extensions.get( 'EXT_color_buffer_float' );
- this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
- this._currentContext = null;
- }
- get coordinateSystem() {
- return WebGLCoordinateSystem;
- }
- async getArrayBufferAsync( attribute ) {
- return await this.attributeUtils.getArrayBufferAsync( attribute );
- }
- getContext() {
- return this.gl;
- }
- beginRender( renderContext ) {
- const { gl } = this;
- const renderContextData = this.get( renderContext );
- //
- //
- renderContextData.previousContext = this._currentContext;
- this._currentContext = renderContext;
- this._setFramebuffer( renderContext );
- this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext );
- //
- if ( renderContext.viewport ) {
- this.updateViewport( renderContext );
- } else {
- gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- gl.scissor( x, y, width, height );
- }
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- if ( occlusionQueryCount > 0 ) {
- // Get a reference to the array of objects with queries. The renderContextData property
- // can be changed by another render pass before the async reading of all previous queries complete
- renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
- renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
- renderContextData.lastOcclusionObject = null;
- renderContextData.occlusionQueries = new Array( occlusionQueryCount );
- renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
- renderContextData.occlusionQueryIndex = 0;
- }
- }
- finishRender( renderContext ) {
- const { gl, state } = this;
- const renderContextData = this.get( renderContext );
- const previousContext = renderContextData.previousContext;
- const textures = renderContext.textures;
- if ( textures !== null ) {
- for ( let i = 0; i < textures.length; i ++ ) {
- const texture = textures[ i ];
- if ( texture.generateMipmaps ) {
- this.generateMipmaps( texture );
- }
- }
- }
- this._currentContext = previousContext;
- if ( renderContext.textures !== null && renderContext.renderTarget ) {
- const renderTargetContextData = this.get( renderContext.renderTarget );
- const { samples } = renderContext.renderTarget;
- const fb = renderTargetContextData.framebuffer;
- const mask = gl.COLOR_BUFFER_BIT;
- if ( samples > 0 ) {
- const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
- const textures = renderContext.textures;
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
- for ( let i = 0; i < textures.length; i ++ ) {
- // TODO Add support for MRT
- gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
- gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
- }
- }
- }
- if ( previousContext !== null ) {
- this._setFramebuffer( previousContext );
- if ( previousContext.viewport ) {
- this.updateViewport( previousContext );
- } else {
- const gl = this.gl;
- gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
- }
- }
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- if ( occlusionQueryCount > 0 ) {
- const renderContextData = this.get( renderContext );
- if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
- const { gl } = this;
- gl.endQuery( gl.ANY_SAMPLES_PASSED );
- }
- this.resolveOccludedAsync( renderContext );
- }
- }
- resolveOccludedAsync( renderContext ) {
- const renderContextData = this.get( renderContext );
- // handle occlusion query results
- const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
- if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
- const occluded = new WeakSet();
- const { gl } = this;
- renderContextData.currentOcclusionQueryObjects = null;
- renderContextData.currentOcclusionQueries = null;
- const check = () => {
- let completed = 0;
- // check all queries and requeue as appropriate
- for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
- const query = currentOcclusionQueries[ i ];
- if ( query === null ) continue;
- if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
- if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
- currentOcclusionQueries[ i ] = null;
- gl.deleteQuery( query );
- completed ++;
- }
- }
- if ( completed < currentOcclusionQueries.length ) {
- requestAnimationFrame( check );
- } else {
- renderContextData.occluded = occluded;
- }
- };
- check();
- }
- }
- isOccluded( renderContext, object ) {
- const renderContextData = this.get( renderContext );
- return renderContextData.occluded && renderContextData.occluded.has( object );
- }
- updateViewport( renderContext ) {
- const gl = this.gl;
- const { x, y, width, height } = renderContext.viewportValue;
- gl.viewport( x, y, width, height );
- }
- setScissorTest( boolean ) {
- const gl = this.gl;
- if ( boolean ) {
- gl.enable( gl.SCISSOR_TEST );
- } else {
- gl.disable( gl.SCISSOR_TEST );
- }
- }
- clear( color, depth, stencil, descriptor = null ) {
- const { gl } = this;
- if ( descriptor === null ) {
- descriptor = {
- textures: null,
- clearColorValue: this.getClearColor()
- };
- }
- //
- let clear = 0;
- if ( color ) clear |= gl.COLOR_BUFFER_BIT;
- if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
- if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
- if ( clear !== 0 ) {
- const clearColor = descriptor.clearColorValue;
- if ( depth ) this.state.setDepthMask( true );
- if ( descriptor.textures === null ) {
- gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
- gl.clear( clear );
- } else {
- if ( color ) {
- for ( let i = 0; i < descriptor.textures.length; i ++ ) {
- gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
- }
- }
- if ( depth && stencil ) {
- gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
- } else if ( depth ) {
- gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
- } else if ( stencil ) {
- gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
- }
- }
- }
- }
- beginCompute( /*computeGroup*/ ) {
- const gl = this.gl;
- gl.bindFramebuffer( gl.FRAMEBUFFER, null );
- }
- compute( computeGroup, computeNode, bindings, pipeline ) {
- const gl = this.gl;
- if ( ! this.discard ) {
- // required here to handle async behaviour of render.compute()
- gl.enable( gl.RASTERIZER_DISCARD );
- this.discard = true;
- }
- const { programGPU, transformBuffers, attributes } = this.get( pipeline );
- const vaoKey = this._getVaoKey( null, attributes );
- const vaoGPU = this.vaoCache[ vaoKey ];
- if ( vaoGPU === undefined ) {
- this._createVao( null, attributes );
- } else {
- gl.bindVertexArray( vaoGPU );
- }
- gl.useProgram( programGPU );
- this._bindUniforms( bindings );
- const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
- gl.beginTransformFeedback( gl.POINTS );
- gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
- gl.endTransformFeedback();
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
- // switch active buffers
- for ( let i = 0; i < transformBuffers.length; i ++ ) {
- transformBuffers[ i ].switchBuffers();
- }
- }
- finishCompute( /*computeGroup*/ ) {
- const gl = this.gl;
- this.discard = false;
- gl.disable( gl.RASTERIZER_DISCARD );
- }
- draw( renderObject, info ) {
- const { pipeline, material, context } = renderObject;
- const { programGPU } = this.get( pipeline );
- const { gl, state } = this;
- const contextData = this.get( context );
- //
- this._bindUniforms( renderObject.getBindings() );
- state.setMaterial( material );
- gl.useProgram( programGPU );
- //
- let vaoGPU = renderObject.staticVao;
- if ( vaoGPU === undefined ) {
- const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
- vaoGPU = this.vaoCache[ vaoKey ];
- if ( vaoGPU === undefined ) {
- let staticVao;
- ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
- if ( staticVao ) renderObject.staticVao = vaoGPU;
- }
- }
- gl.bindVertexArray( vaoGPU );
- //
- const index = renderObject.getIndex();
- const object = renderObject.object;
- const geometry = renderObject.geometry;
- const drawRange = geometry.drawRange;
- const firstVertex = drawRange.start;
- //
- const lastObject = contextData.lastOcclusionObject;
- if ( lastObject !== object && lastObject !== undefined ) {
- if ( lastObject !== null && lastObject.occlusionTest === true ) {
- gl.endQuery( gl.ANY_SAMPLES_PASSED );
- contextData.occlusionQueryIndex ++;
- }
- if ( object.occlusionTest === true ) {
- const query = gl.createQuery();
- gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
- contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
- contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
- }
- contextData.lastOcclusionObject = object;
- }
- //
- let mode;
- if ( object.isPoints ) mode = gl.POINTS;
- else if ( object.isLineSegments ) mode = gl.LINES;
- else if ( object.isLine ) mode = gl.LINE_STRIP;
- else if ( object.isLineLoop ) mode = gl.LINE_LOOP;
- else {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
- mode = gl.LINES;
- } else {
- mode = gl.TRIANGLES;
- }
- }
- //
- const instanceCount = this.getInstanceCount( renderObject );
- if ( index !== null ) {
- const indexData = this.get( index );
- const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
- if ( instanceCount > 1 ) {
- gl.drawElementsInstanced( mode, index.count, indexData.type, firstVertex, instanceCount );
- } else {
- gl.drawElements( mode, index.count, indexData.type, firstVertex );
- }
- info.update( object, indexCount, 1 );
- } else {
- const positionAttribute = geometry.attributes.position;
- const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
- if ( instanceCount > 1 ) {
- gl.drawArraysInstanced( mode, 0, vertexCount, instanceCount );
- } else {
- gl.drawArrays( mode, 0, vertexCount );
- }
- //gl.drawArrays( mode, vertexCount, gl.UNSIGNED_SHORT, firstVertex );
- info.update( object, vertexCount, 1 );
- }
- //
- gl.bindVertexArray( null );
- }
- needsRenderUpdate( /*renderObject*/ ) {
- return false;
- }
- getRenderCacheKey( renderObject ) {
- return renderObject.id;
- }
- // textures
- createDefaultTexture( texture ) {
- this.textureUtils.createDefaultTexture( texture );
- }
- createTexture( texture, options ) {
- this.textureUtils.createTexture( texture, options );
- }
- updateTexture( texture, options ) {
- this.textureUtils.updateTexture( texture, options );
- }
- generateMipmaps( texture ) {
- this.textureUtils.generateMipmaps( texture );
- }
- destroyTexture( texture ) {
- this.textureUtils.destroyTexture( texture );
- }
- copyTextureToBuffer( texture, x, y, width, height ) {
- return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
- }
- createSampler( /*texture*/ ) {
- //console.warn( 'Abstract class.' );
- }
- destroySampler() {}
- // node builder
- createNodeBuilder( object, renderer, scene = null ) {
- return new GLSLNodeBuilder( object, renderer, scene );
- }
- // program
- createProgram( program ) {
- const gl = this.gl;
- const { stage, code } = program;
- const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
- gl.shaderSource( shader, code );
- gl.compileShader( shader );
- this.set( program, {
- shaderGPU: shader
- } );
- }
- destroyProgram( /*program*/ ) {
- console.warn( 'Abstract class.' );
- }
- createRenderPipeline( renderObject, promises ) {
- const gl = this.gl;
- const pipeline = renderObject.pipeline;
- // Program
- const { fragmentProgram, vertexProgram } = pipeline;
- const programGPU = gl.createProgram();
- const fragmentShader = this.get( fragmentProgram ).shaderGPU;
- const vertexShader = this.get( vertexProgram ).shaderGPU;
- gl.attachShader( programGPU, fragmentShader );
- gl.attachShader( programGPU, vertexShader );
- gl.linkProgram( programGPU );
- this.set( pipeline, {
- programGPU,
- fragmentShader,
- vertexShader
- } );
- if ( promises !== null && this.parallel ) {
- const p = new Promise( ( resolve /*, reject*/ ) => {
- const parallel = this.parallel;
- const checkStatus = () => {
- if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
- this._completeCompile( renderObject, pipeline );
- resolve();
- } else {
- requestAnimationFrame( checkStatus );
- }
- };
- checkStatus();
- } );
- promises.push( p );
- return;
- }
- this._completeCompile( renderObject, pipeline );
- }
- _completeCompile( renderObject, pipeline ) {
- const gl = this.gl;
- const pipelineData = this.get( pipeline );
- const { programGPU, fragmentShader, vertexShader } = pipelineData;
- if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
- console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
- console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
- console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
- }
- gl.useProgram( programGPU );
- // Bindings
- this._setupBindings( renderObject.getBindings(), programGPU );
- //
- this.set( pipeline, {
- programGPU
- } );
- }
- createComputePipeline( computePipeline, bindings ) {
- const gl = this.gl;
- // Program
- const fragmentProgram = {
- stage: 'fragment',
- code: '#version 300 es\nprecision highp float;\nvoid main() {}'
- };
- this.createProgram( fragmentProgram );
- const { computeProgram } = computePipeline;
- const programGPU = gl.createProgram();
- const fragmentShader = this.get( fragmentProgram ).shaderGPU;
- const vertexShader = this.get( computeProgram ).shaderGPU;
- const transforms = computeProgram.transforms;
- const transformVaryingNames = [];
- const transformAttributeNodes = [];
- for ( let i = 0; i < transforms.length; i ++ ) {
- const transform = transforms[ i ];
- transformVaryingNames.push( transform.varyingName );
- transformAttributeNodes.push( transform.attributeNode );
- }
- gl.attachShader( programGPU, fragmentShader );
- gl.attachShader( programGPU, vertexShader );
- gl.transformFeedbackVaryings(
- programGPU,
- transformVaryingNames,
- gl.SEPARATE_ATTRIBS,
- );
- gl.linkProgram( programGPU );
- if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
- console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
- console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
- console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
- }
- gl.useProgram( programGPU );
- // Bindings
- this.createBindings( bindings );
- this._setupBindings( bindings, programGPU );
- const attributeNodes = computeProgram.attributes;
- const attributes = [];
- const transformBuffers = [];
- for ( let i = 0; i < attributeNodes.length; i ++ ) {
- const attribute = attributeNodes[ i ].node.attribute;
- attributes.push( attribute );
- if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
- }
- for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
- const attribute = transformAttributeNodes[ i ].attribute;
- if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
- const attributeData = this.get( attribute );
- transformBuffers.push( attributeData );
- }
- //
- this.set( computePipeline, {
- programGPU,
- transformBuffers,
- attributes
- } );
- }
- createBindings( bindings ) {
- this.updateBindings( bindings );
- }
- updateBindings( bindings ) {
- const { gl } = this;
- let groupIndex = 0;
- let textureIndex = 0;
- for ( const binding of bindings ) {
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- const bufferGPU = gl.createBuffer();
- const data = binding.buffer;
- gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
- gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
- gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
- this.set( binding, {
- index: groupIndex ++,
- bufferGPU
- } );
- } else if ( binding.isSampledTexture ) {
- const { textureGPU, glTextureType } = this.get( binding.texture );
- this.set( binding, {
- index: textureIndex ++,
- textureGPU,
- glTextureType
- } );
- }
- }
- }
- updateBinding( binding ) {
- const gl = this.gl;
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- const bindingData = this.get( binding );
- const bufferGPU = bindingData.bufferGPU;
- const data = binding.buffer;
- gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
- gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
- }
- }
- // attributes
- createIndexAttribute( attribute ) {
- const gl = this.gl;
- this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
- }
- createAttribute( attribute ) {
- if ( this.has( attribute ) ) return;
- const gl = this.gl;
- this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
- }
- createStorageAttribute( attribute ) {
- //console.warn( 'Abstract class.' );
- }
- updateAttribute( attribute ) {
- this.attributeUtils.updateAttribute( attribute );
- }
- destroyAttribute( attribute ) {
- this.attributeUtils.destroyAttribute( attribute );
- }
- updateSize() {
- //console.warn( 'Abstract class.' );
- }
- async hasFeatureAsync( name ) {
- return this.hasFeature( name );
- }
- hasFeature( name ) {
- const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
- const extensions = this.extensions;
- for ( let i = 0; i < keysMatching.length; i ++ ) {
- if ( extensions.has( keysMatching[ i ] ) ) return true;
- }
- return false;
- }
- getMaxAnisotropy() {
- return this.capabilities.getMaxAnisotropy();
- }
- copyFramebufferToTexture( texture, renderContext ) {
- this.textureUtils.copyFramebufferToTexture( texture, renderContext );
- }
- _setFramebuffer( renderContext ) {
- const { gl, state } = this;
- let currentFrameBuffer = null;
- if ( renderContext.textures !== null ) {
- const renderTarget = renderContext.renderTarget;
- const renderTargetContextData = this.get( renderTarget );
- const { samples, depthBuffer, stencilBuffer } = renderTarget;
- const cubeFace = this.renderer._activeCubeFace;
- const isCube = renderTarget.isWebGLCubeRenderTarget === true;
- let msaaFb = renderTargetContextData.msaaFrameBuffer;
- let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
- let fb;
- if ( isCube ) {
- if ( renderTargetContextData.cubeFramebuffers === undefined ) {
- renderTargetContextData.cubeFramebuffers = [];
- }
- fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
- } else {
- fb = renderTargetContextData.framebuffer;
- }
- if ( fb === undefined ) {
- fb = gl.createFramebuffer();
- state.bindFramebuffer( gl.FRAMEBUFFER, fb );
- const textures = renderContext.textures;
- if ( isCube ) {
- renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
- const { textureGPU } = this.get( textures[ 0 ] );
- gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
- } else {
- for ( let i = 0; i < textures.length; i ++ ) {
- const texture = textures[ i ];
- const textureData = this.get( texture );
- textureData.renderTarget = renderContext.renderTarget;
- const attachment = gl.COLOR_ATTACHMENT0 + i;
- gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
- }
- renderTargetContextData.framebuffer = fb;
- state.drawBuffers( renderContext, fb );
- }
- if ( renderContext.depthTexture !== null ) {
- const textureData = this.get( renderContext.depthTexture );
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
- }
- }
- if ( samples > 0 ) {
- if ( msaaFb === undefined ) {
- const invalidationArray = [];
- msaaFb = gl.createFramebuffer();
- state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
- const msaaRenderbuffers = [];
- const textures = renderContext.textures;
- for ( let i = 0; i < textures.length; i ++ ) {
- msaaRenderbuffers[ i ] = gl.createRenderbuffer();
- gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
- invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
- if ( depthBuffer ) {
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- invalidationArray.push( depthStyle );
- }
- const texture = renderContext.textures[ i ];
- const textureData = this.get( texture );
- gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
- gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
- }
- renderTargetContextData.msaaFrameBuffer = msaaFb;
- renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
- if ( depthRenderbuffer === undefined ) {
- depthRenderbuffer = gl.createRenderbuffer();
- this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
- renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- invalidationArray.push( depthStyle );
- }
- renderTargetContextData.invalidationArray = invalidationArray;
- }
- currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
- } else {
- currentFrameBuffer = fb;
- }
- }
- state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
- }
- _getVaoKey( index, attributes ) {
- let key = [];
- if ( index !== null ) {
- const indexData = this.get( index );
- key += ':' + indexData.id;
- }
- for ( let i = 0; i < attributes.length; i ++ ) {
- const attributeData = this.get( attributes[ i ] );
- key += ':' + attributeData.id;
- }
- return key;
- }
- _createVao( index, attributes ) {
- const { gl } = this;
- const vaoGPU = gl.createVertexArray();
- let key = '';
- let staticVao = true;
- gl.bindVertexArray( vaoGPU );
- if ( index !== null ) {
- const indexData = this.get( index );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
- key += ':' + indexData.id;
- }
- for ( let i = 0; i < attributes.length; i ++ ) {
- const attribute = attributes[ i ];
- const attributeData = this.get( attribute );
- key += ':' + attributeData.id;
- gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
- gl.enableVertexAttribArray( i );
- if ( attribute.isStorageBufferAttribute ) staticVao = false;
- let stride, offset;
- if ( attribute.isInterleavedBufferAttribute === true ) {
- stride = attribute.data.stride * attributeData.bytesPerElement;
- offset = attribute.offset * attributeData.bytesPerElement;
- } else {
- stride = 0;
- offset = 0;
- }
- if ( attributeData.isInteger ) {
- gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
- } else {
- gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
- }
- if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
- gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
- } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
- gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
- }
- }
- gl.bindBuffer( gl.ARRAY_BUFFER, null );
- this.vaoCache[ key ] = vaoGPU;
- return { vaoGPU, staticVao };
- }
- _getTransformFeedback( transformBuffers ) {
- let key = '';
- for ( let i = 0; i < transformBuffers.length; i ++ ) {
- key += ':' + transformBuffers[ i ].id;
- }
- let transformFeedbackGPU = this.transformFeedbackCache[ key ];
- if ( transformFeedbackGPU !== undefined ) {
- return transformFeedbackGPU;
- }
- const gl = this.gl;
- transformFeedbackGPU = gl.createTransformFeedback();
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
- for ( let i = 0; i < transformBuffers.length; i ++ ) {
- const attributeData = transformBuffers[ i ];
- gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
- }
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
- this.transformFeedbackCache[ key ] = transformFeedbackGPU;
- return transformFeedbackGPU;
- }
- _setupBindings( bindings, programGPU ) {
- const gl = this.gl;
- for ( const binding of bindings ) {
- const bindingData = this.get( binding );
- const index = bindingData.index;
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- const location = gl.getUniformBlockIndex( programGPU, binding.name );
- gl.uniformBlockBinding( programGPU, location, index );
- } else if ( binding.isSampledTexture ) {
- const location = gl.getUniformLocation( programGPU, binding.name );
- gl.uniform1i( location, index );
- }
- }
- }
- _bindUniforms( bindings ) {
- const { gl, state } = this;
- for ( const binding of bindings ) {
- const bindingData = this.get( binding );
- const index = bindingData.index;
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
- } else if ( binding.isSampledTexture ) {
- state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
- }
- }
- }
- }
- export default WebGLBackend;
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