WebGLBackend.js 28 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382
  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, false );
  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, setFrameBuffer = true ) {
  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 || this.getClearColor();
  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 ( setFrameBuffer ) this._setFramebuffer( descriptor );
  195. if ( color ) {
  196. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  197. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  198. }
  199. }
  200. if ( depth && stencil ) {
  201. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  202. } else if ( depth ) {
  203. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  204. } else if ( stencil ) {
  205. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  206. }
  207. }
  208. }
  209. }
  210. beginCompute( /*computeGroup*/ ) {
  211. const gl = this.gl;
  212. gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  213. }
  214. compute( computeGroup, computeNode, bindings, pipeline ) {
  215. const gl = this.gl;
  216. if ( ! this.discard ) {
  217. // required here to handle async behaviour of render.compute()
  218. gl.enable( gl.RASTERIZER_DISCARD );
  219. this.discard = true;
  220. }
  221. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  222. const vaoKey = this._getVaoKey( null, attributes );
  223. const vaoGPU = this.vaoCache[ vaoKey ];
  224. if ( vaoGPU === undefined ) {
  225. this._createVao( null, attributes );
  226. } else {
  227. gl.bindVertexArray( vaoGPU );
  228. }
  229. gl.useProgram( programGPU );
  230. this._bindUniforms( bindings );
  231. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  232. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  233. gl.beginTransformFeedback( gl.POINTS );
  234. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  235. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  236. } else {
  237. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  238. }
  239. gl.endTransformFeedback();
  240. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  241. // switch active buffers
  242. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  243. const dualAttributeData = transformBuffers[ i ];
  244. if ( dualAttributeData.pbo ) {
  245. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  246. }
  247. dualAttributeData.switchBuffers();
  248. }
  249. }
  250. finishCompute( /*computeGroup*/ ) {
  251. const gl = this.gl;
  252. this.discard = false;
  253. gl.disable( gl.RASTERIZER_DISCARD );
  254. }
  255. draw( renderObject, info ) {
  256. const { pipeline, material, context } = renderObject;
  257. const { programGPU } = this.get( pipeline );
  258. const { gl, state } = this;
  259. const contextData = this.get( context );
  260. //
  261. this._bindUniforms( renderObject.getBindings() );
  262. state.setMaterial( material );
  263. gl.useProgram( programGPU );
  264. //
  265. let vaoGPU = renderObject.staticVao;
  266. if ( vaoGPU === undefined ) {
  267. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  268. vaoGPU = this.vaoCache[ vaoKey ];
  269. if ( vaoGPU === undefined ) {
  270. let staticVao;
  271. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  272. if ( staticVao ) renderObject.staticVao = vaoGPU;
  273. }
  274. }
  275. gl.bindVertexArray( vaoGPU );
  276. //
  277. const index = renderObject.getIndex();
  278. const object = renderObject.object;
  279. const geometry = renderObject.geometry;
  280. const drawRange = geometry.drawRange;
  281. const firstVertex = drawRange.start;
  282. //
  283. const lastObject = contextData.lastOcclusionObject;
  284. if ( lastObject !== object && lastObject !== undefined ) {
  285. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  286. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  287. contextData.occlusionQueryIndex ++;
  288. }
  289. if ( object.occlusionTest === true ) {
  290. const query = gl.createQuery();
  291. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  292. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  293. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  294. }
  295. contextData.lastOcclusionObject = object;
  296. }
  297. //
  298. let mode;
  299. if ( object.isPoints ) mode = gl.POINTS;
  300. else if ( object.isLineSegments ) mode = gl.LINES;
  301. else if ( object.isLine ) mode = gl.LINE_STRIP;
  302. else if ( object.isLineLoop ) mode = gl.LINE_LOOP;
  303. else {
  304. if ( material.wireframe === true ) {
  305. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  306. mode = gl.LINES;
  307. } else {
  308. mode = gl.TRIANGLES;
  309. }
  310. }
  311. //
  312. const instanceCount = this.getInstanceCount( renderObject );
  313. if ( index !== null ) {
  314. const indexData = this.get( index );
  315. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  316. if ( instanceCount > 1 ) {
  317. gl.drawElementsInstanced( mode, index.count, indexData.type, firstVertex, instanceCount );
  318. } else {
  319. gl.drawElements( mode, index.count, indexData.type, firstVertex );
  320. }
  321. info.update( object, indexCount, 1 );
  322. } else {
  323. const positionAttribute = geometry.attributes.position;
  324. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
  325. if ( instanceCount > 1 ) {
  326. gl.drawArraysInstanced( mode, 0, vertexCount, instanceCount );
  327. } else {
  328. gl.drawArrays( mode, 0, vertexCount );
  329. }
  330. //gl.drawArrays( mode, vertexCount, gl.UNSIGNED_SHORT, firstVertex );
  331. info.update( object, vertexCount, 1 );
  332. }
  333. //
  334. gl.bindVertexArray( null );
  335. }
  336. needsRenderUpdate( /*renderObject*/ ) {
  337. return false;
  338. }
  339. getRenderCacheKey( renderObject ) {
  340. return renderObject.id;
  341. }
  342. // textures
  343. createDefaultTexture( texture ) {
  344. this.textureUtils.createDefaultTexture( texture );
  345. }
  346. createTexture( texture, options ) {
  347. this.textureUtils.createTexture( texture, options );
  348. }
  349. updateTexture( texture, options ) {
  350. this.textureUtils.updateTexture( texture, options );
  351. }
  352. generateMipmaps( texture ) {
  353. this.textureUtils.generateMipmaps( texture );
  354. }
  355. destroyTexture( texture ) {
  356. this.textureUtils.destroyTexture( texture );
  357. }
  358. copyTextureToBuffer( texture, x, y, width, height ) {
  359. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  360. }
  361. createSampler( /*texture*/ ) {
  362. //console.warn( 'Abstract class.' );
  363. }
  364. destroySampler() {}
  365. // node builder
  366. createNodeBuilder( object, renderer, scene = null ) {
  367. return new GLSLNodeBuilder( object, renderer, scene );
  368. }
  369. // program
  370. createProgram( program ) {
  371. const gl = this.gl;
  372. const { stage, code } = program;
  373. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  374. gl.shaderSource( shader, code );
  375. gl.compileShader( shader );
  376. this.set( program, {
  377. shaderGPU: shader
  378. } );
  379. }
  380. destroyProgram( /*program*/ ) {
  381. console.warn( 'Abstract class.' );
  382. }
  383. createRenderPipeline( renderObject, promises ) {
  384. const gl = this.gl;
  385. const pipeline = renderObject.pipeline;
  386. // Program
  387. const { fragmentProgram, vertexProgram } = pipeline;
  388. const programGPU = gl.createProgram();
  389. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  390. const vertexShader = this.get( vertexProgram ).shaderGPU;
  391. gl.attachShader( programGPU, fragmentShader );
  392. gl.attachShader( programGPU, vertexShader );
  393. gl.linkProgram( programGPU );
  394. this.set( pipeline, {
  395. programGPU,
  396. fragmentShader,
  397. vertexShader
  398. } );
  399. if ( promises !== null && this.parallel ) {
  400. const p = new Promise( ( resolve /*, reject*/ ) => {
  401. const parallel = this.parallel;
  402. const checkStatus = () => {
  403. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  404. this._completeCompile( renderObject, pipeline );
  405. resolve();
  406. } else {
  407. requestAnimationFrame( checkStatus );
  408. }
  409. };
  410. checkStatus();
  411. } );
  412. promises.push( p );
  413. return;
  414. }
  415. this._completeCompile( renderObject, pipeline );
  416. }
  417. _completeCompile( renderObject, pipeline ) {
  418. const gl = this.gl;
  419. const pipelineData = this.get( pipeline );
  420. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  421. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  422. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  423. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  424. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  425. }
  426. gl.useProgram( programGPU );
  427. // Bindings
  428. this._setupBindings( renderObject.getBindings(), programGPU );
  429. //
  430. this.set( pipeline, {
  431. programGPU
  432. } );
  433. }
  434. createComputePipeline( computePipeline, bindings ) {
  435. const gl = this.gl;
  436. // Program
  437. const fragmentProgram = {
  438. stage: 'fragment',
  439. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  440. };
  441. this.createProgram( fragmentProgram );
  442. const { computeProgram } = computePipeline;
  443. const programGPU = gl.createProgram();
  444. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  445. const vertexShader = this.get( computeProgram ).shaderGPU;
  446. const transforms = computeProgram.transforms;
  447. const transformVaryingNames = [];
  448. const transformAttributeNodes = [];
  449. for ( let i = 0; i < transforms.length; i ++ ) {
  450. const transform = transforms[ i ];
  451. transformVaryingNames.push( transform.varyingName );
  452. transformAttributeNodes.push( transform.attributeNode );
  453. }
  454. gl.attachShader( programGPU, fragmentShader );
  455. gl.attachShader( programGPU, vertexShader );
  456. gl.transformFeedbackVaryings(
  457. programGPU,
  458. transformVaryingNames,
  459. gl.SEPARATE_ATTRIBS,
  460. );
  461. gl.linkProgram( programGPU );
  462. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  463. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  464. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  465. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  466. }
  467. gl.useProgram( programGPU );
  468. // Bindings
  469. this.createBindings( bindings );
  470. this._setupBindings( bindings, programGPU );
  471. const attributeNodes = computeProgram.attributes;
  472. const attributes = [];
  473. const transformBuffers = [];
  474. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  475. const attribute = attributeNodes[ i ].node.attribute;
  476. attributes.push( attribute );
  477. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  478. }
  479. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  480. const attribute = transformAttributeNodes[ i ].attribute;
  481. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  482. const attributeData = this.get( attribute );
  483. transformBuffers.push( attributeData );
  484. }
  485. //
  486. this.set( computePipeline, {
  487. programGPU,
  488. transformBuffers,
  489. attributes
  490. } );
  491. }
  492. createBindings( bindings ) {
  493. this.updateBindings( bindings );
  494. }
  495. updateBindings( bindings ) {
  496. const { gl } = this;
  497. let groupIndex = 0;
  498. let textureIndex = 0;
  499. for ( const binding of bindings ) {
  500. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  501. const bufferGPU = gl.createBuffer();
  502. const data = binding.buffer;
  503. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  504. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  505. gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  506. this.set( binding, {
  507. index: groupIndex ++,
  508. bufferGPU
  509. } );
  510. } else if ( binding.isSampledTexture ) {
  511. const { textureGPU, glTextureType } = this.get( binding.texture );
  512. this.set( binding, {
  513. index: textureIndex ++,
  514. textureGPU,
  515. glTextureType
  516. } );
  517. }
  518. }
  519. }
  520. updateBinding( binding ) {
  521. const gl = this.gl;
  522. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  523. const bindingData = this.get( binding );
  524. const bufferGPU = bindingData.bufferGPU;
  525. const data = binding.buffer;
  526. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  527. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  528. }
  529. }
  530. // attributes
  531. createIndexAttribute( attribute ) {
  532. const gl = this.gl;
  533. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  534. }
  535. createAttribute( attribute ) {
  536. if ( this.has( attribute ) ) return;
  537. const gl = this.gl;
  538. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  539. }
  540. createStorageAttribute( attribute ) {
  541. //console.warn( 'Abstract class.' );
  542. }
  543. updateAttribute( attribute ) {
  544. this.attributeUtils.updateAttribute( attribute );
  545. }
  546. destroyAttribute( attribute ) {
  547. this.attributeUtils.destroyAttribute( attribute );
  548. }
  549. updateSize() {
  550. //console.warn( 'Abstract class.' );
  551. }
  552. async hasFeatureAsync( name ) {
  553. return this.hasFeature( name );
  554. }
  555. hasFeature( name ) {
  556. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  557. const extensions = this.extensions;
  558. for ( let i = 0; i < keysMatching.length; i ++ ) {
  559. if ( extensions.has( keysMatching[ i ] ) ) return true;
  560. }
  561. return false;
  562. }
  563. getMaxAnisotropy() {
  564. return this.capabilities.getMaxAnisotropy();
  565. }
  566. copyFramebufferToTexture( texture, renderContext ) {
  567. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  568. }
  569. _setFramebuffer( renderContext ) {
  570. const { gl, state } = this;
  571. let currentFrameBuffer = null;
  572. if ( renderContext.textures !== null ) {
  573. const renderTarget = renderContext.renderTarget;
  574. const renderTargetContextData = this.get( renderTarget );
  575. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  576. const cubeFace = this.renderer._activeCubeFace;
  577. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  578. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  579. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  580. let fb;
  581. if ( isCube ) {
  582. if ( renderTargetContextData.cubeFramebuffers === undefined ) {
  583. renderTargetContextData.cubeFramebuffers = [];
  584. }
  585. fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
  586. } else {
  587. fb = renderTargetContextData.framebuffer;
  588. }
  589. if ( fb === undefined ) {
  590. fb = gl.createFramebuffer();
  591. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  592. const textures = renderContext.textures;
  593. if ( isCube ) {
  594. renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
  595. const { textureGPU } = this.get( textures[ 0 ] );
  596. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  597. } else {
  598. for ( let i = 0; i < textures.length; i ++ ) {
  599. const texture = textures[ i ];
  600. const textureData = this.get( texture );
  601. textureData.renderTarget = renderContext.renderTarget;
  602. const attachment = gl.COLOR_ATTACHMENT0 + i;
  603. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  604. }
  605. renderTargetContextData.framebuffer = fb;
  606. state.drawBuffers( renderContext, fb );
  607. }
  608. if ( renderContext.depthTexture !== null ) {
  609. const textureData = this.get( renderContext.depthTexture );
  610. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  611. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  612. }
  613. }
  614. if ( samples > 0 ) {
  615. if ( msaaFb === undefined ) {
  616. const invalidationArray = [];
  617. msaaFb = gl.createFramebuffer();
  618. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  619. const msaaRenderbuffers = [];
  620. const textures = renderContext.textures;
  621. for ( let i = 0; i < textures.length; i ++ ) {
  622. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  623. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  624. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  625. if ( depthBuffer ) {
  626. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  627. invalidationArray.push( depthStyle );
  628. }
  629. const texture = renderContext.textures[ i ];
  630. const textureData = this.get( texture );
  631. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
  632. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  633. }
  634. renderTargetContextData.msaaFrameBuffer = msaaFb;
  635. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  636. if ( depthRenderbuffer === undefined ) {
  637. depthRenderbuffer = gl.createRenderbuffer();
  638. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
  639. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  640. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  641. invalidationArray.push( depthStyle );
  642. }
  643. renderTargetContextData.invalidationArray = invalidationArray;
  644. }
  645. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  646. } else {
  647. currentFrameBuffer = fb;
  648. }
  649. }
  650. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  651. }
  652. _getVaoKey( index, attributes ) {
  653. let key = [];
  654. if ( index !== null ) {
  655. const indexData = this.get( index );
  656. key += ':' + indexData.id;
  657. }
  658. for ( let i = 0; i < attributes.length; i ++ ) {
  659. const attributeData = this.get( attributes[ i ] );
  660. key += ':' + attributeData.id;
  661. }
  662. return key;
  663. }
  664. _createVao( index, attributes ) {
  665. const { gl } = this;
  666. const vaoGPU = gl.createVertexArray();
  667. let key = '';
  668. let staticVao = true;
  669. gl.bindVertexArray( vaoGPU );
  670. if ( index !== null ) {
  671. const indexData = this.get( index );
  672. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  673. key += ':' + indexData.id;
  674. }
  675. for ( let i = 0; i < attributes.length; i ++ ) {
  676. const attribute = attributes[ i ];
  677. const attributeData = this.get( attribute );
  678. key += ':' + attributeData.id;
  679. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  680. gl.enableVertexAttribArray( i );
  681. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  682. let stride, offset;
  683. if ( attribute.isInterleavedBufferAttribute === true ) {
  684. stride = attribute.data.stride * attributeData.bytesPerElement;
  685. offset = attribute.offset * attributeData.bytesPerElement;
  686. } else {
  687. stride = 0;
  688. offset = 0;
  689. }
  690. if ( attributeData.isInteger ) {
  691. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  692. } else {
  693. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  694. }
  695. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  696. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  697. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  698. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  699. }
  700. }
  701. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  702. this.vaoCache[ key ] = vaoGPU;
  703. return { vaoGPU, staticVao };
  704. }
  705. _getTransformFeedback( transformBuffers ) {
  706. let key = '';
  707. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  708. key += ':' + transformBuffers[ i ].id;
  709. }
  710. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  711. if ( transformFeedbackGPU !== undefined ) {
  712. return transformFeedbackGPU;
  713. }
  714. const gl = this.gl;
  715. transformFeedbackGPU = gl.createTransformFeedback();
  716. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  717. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  718. const attributeData = transformBuffers[ i ];
  719. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  720. }
  721. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  722. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  723. return transformFeedbackGPU;
  724. }
  725. _setupBindings( bindings, programGPU ) {
  726. const gl = this.gl;
  727. for ( const binding of bindings ) {
  728. const bindingData = this.get( binding );
  729. const index = bindingData.index;
  730. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  731. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  732. gl.uniformBlockBinding( programGPU, location, index );
  733. } else if ( binding.isSampledTexture ) {
  734. const location = gl.getUniformLocation( programGPU, binding.name );
  735. gl.uniform1i( location, index );
  736. }
  737. }
  738. }
  739. _bindUniforms( bindings ) {
  740. const { gl, state } = this;
  741. for ( const binding of bindings ) {
  742. const bindingData = this.get( binding );
  743. const index = bindingData.index;
  744. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  745. gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  746. } else if ( binding.isSampledTexture ) {
  747. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  748. }
  749. }
  750. }
  751. }
  752. export default WebGLBackend;