WebGLBackend.js 31 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. import { WebGLBufferRenderer } from './WebGLBufferRenderer.js';
  12. //
  13. class WebGLBackend extends Backend {
  14. constructor( parameters = {} ) {
  15. super( parameters );
  16. this.isWebGLBackend = true;
  17. }
  18. init( renderer ) {
  19. super.init( renderer );
  20. //
  21. const parameters = this.parameters;
  22. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  23. this.gl = glContext;
  24. this.extensions = new WebGLExtensions( this );
  25. this.capabilities = new WebGLCapabilities( this );
  26. this.attributeUtils = new WebGLAttributeUtils( this );
  27. this.textureUtils = new WebGLTextureUtils( this );
  28. this.bufferRenderer = new WebGLBufferRenderer( this );
  29. this.state = new WebGLState( this );
  30. this.utils = new WebGLUtils( this );
  31. this.vaoCache = {};
  32. this.transformFeedbackCache = {};
  33. this.discard = false;
  34. this.trackTimestamp = ( parameters.trackTimestamp === true );
  35. this.extensions.get( 'EXT_color_buffer_float' );
  36. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  37. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  38. this._currentContext = null;
  39. }
  40. get coordinateSystem() {
  41. return WebGLCoordinateSystem;
  42. }
  43. async getArrayBufferAsync( attribute ) {
  44. return await this.attributeUtils.getArrayBufferAsync( attribute );
  45. }
  46. initTimestampQuery( renderContext ) {
  47. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  48. const renderContextData = this.get( renderContext );
  49. if ( this.queryRunning ) {
  50. if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
  51. renderContextData.queryQueue.push( renderContext );
  52. return;
  53. }
  54. if ( renderContextData.activeQuery ) {
  55. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  56. renderContextData.activeQuery = null;
  57. }
  58. renderContextData.activeQuery = this.gl.createQuery();
  59. if ( renderContextData.activeQuery !== null ) {
  60. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  61. this.queryRunning = true;
  62. }
  63. }
  64. // timestamp utils
  65. prepareTimestampBuffer( renderContext ) {
  66. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  67. const renderContextData = this.get( renderContext );
  68. if ( renderContextData.activeQuery ) {
  69. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  70. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  71. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  72. renderContextData.activeQuery = null;
  73. this.queryRunning = false;
  74. if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
  75. const nextRenderContext = renderContextData.queryQueue.shift();
  76. this.initTimestampQuery( nextRenderContext );
  77. }
  78. }
  79. }
  80. async resolveTimestampAsync( renderContext, type = 'render' ) {
  81. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  82. const renderContextData = this.get( renderContext );
  83. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  84. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  85. const queryInfo = renderContextData.gpuQueries[ i ];
  86. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  87. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  88. if ( available && ! disjoint ) {
  89. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  90. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  91. this.gl.deleteQuery( queryInfo.query );
  92. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  93. i --;
  94. this.renderer.info.updateTimestamp( type, duration );
  95. }
  96. }
  97. }
  98. getContext() {
  99. return this.gl;
  100. }
  101. beginRender( renderContext ) {
  102. const { gl } = this;
  103. const renderContextData = this.get( renderContext );
  104. //
  105. //
  106. this.initTimestampQuery( renderContext );
  107. renderContextData.previousContext = this._currentContext;
  108. this._currentContext = renderContext;
  109. this._setFramebuffer( renderContext );
  110. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  111. //
  112. if ( renderContext.viewport ) {
  113. this.updateViewport( renderContext );
  114. } else {
  115. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  116. }
  117. if ( renderContext.scissor ) {
  118. const { x, y, width, height } = renderContext.scissorValue;
  119. gl.scissor( x, y, width, height );
  120. }
  121. const occlusionQueryCount = renderContext.occlusionQueryCount;
  122. if ( occlusionQueryCount > 0 ) {
  123. // Get a reference to the array of objects with queries. The renderContextData property
  124. // can be changed by another render pass before the async reading of all previous queries complete
  125. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  126. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  127. renderContextData.lastOcclusionObject = null;
  128. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  129. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  130. renderContextData.occlusionQueryIndex = 0;
  131. }
  132. }
  133. finishRender( renderContext ) {
  134. const { gl, state } = this;
  135. const renderContextData = this.get( renderContext );
  136. const previousContext = renderContextData.previousContext;
  137. const textures = renderContext.textures;
  138. if ( textures !== null ) {
  139. for ( let i = 0; i < textures.length; i ++ ) {
  140. const texture = textures[ i ];
  141. if ( texture.generateMipmaps ) {
  142. this.generateMipmaps( texture );
  143. }
  144. }
  145. }
  146. this._currentContext = previousContext;
  147. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  148. const renderTargetContextData = this.get( renderContext.renderTarget );
  149. const { samples } = renderContext.renderTarget;
  150. const fb = renderTargetContextData.framebuffer;
  151. const mask = gl.COLOR_BUFFER_BIT;
  152. if ( samples > 0 ) {
  153. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  154. const textures = renderContext.textures;
  155. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  156. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  157. for ( let i = 0; i < textures.length; i ++ ) {
  158. // TODO Add support for MRT
  159. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  160. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  161. }
  162. }
  163. }
  164. if ( previousContext !== null ) {
  165. this._setFramebuffer( previousContext );
  166. if ( previousContext.viewport ) {
  167. this.updateViewport( previousContext );
  168. } else {
  169. const gl = this.gl;
  170. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  171. }
  172. }
  173. const occlusionQueryCount = renderContext.occlusionQueryCount;
  174. if ( occlusionQueryCount > 0 ) {
  175. const renderContextData = this.get( renderContext );
  176. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  177. const { gl } = this;
  178. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  179. }
  180. this.resolveOccludedAsync( renderContext );
  181. }
  182. this.prepareTimestampBuffer( renderContext );
  183. }
  184. resolveOccludedAsync( renderContext ) {
  185. const renderContextData = this.get( renderContext );
  186. // handle occlusion query results
  187. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  188. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  189. const occluded = new WeakSet();
  190. const { gl } = this;
  191. renderContextData.currentOcclusionQueryObjects = null;
  192. renderContextData.currentOcclusionQueries = null;
  193. const check = () => {
  194. let completed = 0;
  195. // check all queries and requeue as appropriate
  196. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  197. const query = currentOcclusionQueries[ i ];
  198. if ( query === null ) continue;
  199. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  200. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  201. currentOcclusionQueries[ i ] = null;
  202. gl.deleteQuery( query );
  203. completed ++;
  204. }
  205. }
  206. if ( completed < currentOcclusionQueries.length ) {
  207. requestAnimationFrame( check );
  208. } else {
  209. renderContextData.occluded = occluded;
  210. }
  211. };
  212. check();
  213. }
  214. }
  215. isOccluded( renderContext, object ) {
  216. const renderContextData = this.get( renderContext );
  217. return renderContextData.occluded && renderContextData.occluded.has( object );
  218. }
  219. updateViewport( renderContext ) {
  220. const gl = this.gl;
  221. const { x, y, width, height } = renderContext.viewportValue;
  222. gl.viewport( x, y, width, height );
  223. }
  224. setScissorTest( boolean ) {
  225. const gl = this.gl;
  226. if ( boolean ) {
  227. gl.enable( gl.SCISSOR_TEST );
  228. } else {
  229. gl.disable( gl.SCISSOR_TEST );
  230. }
  231. }
  232. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  233. const { gl } = this;
  234. if ( descriptor === null ) {
  235. descriptor = {
  236. textures: null,
  237. clearColorValue: this.getClearColor()
  238. };
  239. }
  240. //
  241. let clear = 0;
  242. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  243. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  244. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  245. if ( clear !== 0 ) {
  246. const clearColor = descriptor.clearColorValue || this.getClearColor();
  247. if ( depth ) this.state.setDepthMask( true );
  248. if ( descriptor.textures === null ) {
  249. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  250. gl.clear( clear );
  251. } else {
  252. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  253. if ( color ) {
  254. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  255. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  256. }
  257. }
  258. if ( depth && stencil ) {
  259. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  260. } else if ( depth ) {
  261. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  262. } else if ( stencil ) {
  263. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  264. }
  265. }
  266. }
  267. }
  268. beginCompute( computeGroup ) {
  269. const gl = this.gl;
  270. gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  271. this.initTimestampQuery( computeGroup );
  272. }
  273. compute( computeGroup, computeNode, bindings, pipeline ) {
  274. const gl = this.gl;
  275. if ( ! this.discard ) {
  276. // required here to handle async behaviour of render.compute()
  277. gl.enable( gl.RASTERIZER_DISCARD );
  278. this.discard = true;
  279. }
  280. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  281. const vaoKey = this._getVaoKey( null, attributes );
  282. const vaoGPU = this.vaoCache[ vaoKey ];
  283. if ( vaoGPU === undefined ) {
  284. this._createVao( null, attributes );
  285. } else {
  286. gl.bindVertexArray( vaoGPU );
  287. }
  288. gl.useProgram( programGPU );
  289. this._bindUniforms( bindings );
  290. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  291. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  292. gl.beginTransformFeedback( gl.POINTS );
  293. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  294. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  295. } else {
  296. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  297. }
  298. gl.endTransformFeedback();
  299. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  300. // switch active buffers
  301. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  302. const dualAttributeData = transformBuffers[ i ];
  303. if ( dualAttributeData.pbo ) {
  304. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  305. }
  306. dualAttributeData.switchBuffers();
  307. }
  308. }
  309. finishCompute( computeGroup ) {
  310. const gl = this.gl;
  311. this.discard = false;
  312. gl.disable( gl.RASTERIZER_DISCARD );
  313. this.prepareTimestampBuffer( computeGroup );
  314. }
  315. draw( renderObject, info ) {
  316. const { pipeline, material, context } = renderObject;
  317. const { programGPU } = this.get( pipeline );
  318. const { gl, state } = this;
  319. const contextData = this.get( context );
  320. //
  321. this._bindUniforms( renderObject.getBindings() );
  322. state.setMaterial( material );
  323. gl.useProgram( programGPU );
  324. //
  325. let vaoGPU = renderObject.staticVao;
  326. if ( vaoGPU === undefined ) {
  327. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  328. vaoGPU = this.vaoCache[ vaoKey ];
  329. if ( vaoGPU === undefined ) {
  330. let staticVao;
  331. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  332. if ( staticVao ) renderObject.staticVao = vaoGPU;
  333. }
  334. }
  335. gl.bindVertexArray( vaoGPU );
  336. //
  337. const index = renderObject.getIndex();
  338. const object = renderObject.object;
  339. const geometry = renderObject.geometry;
  340. const drawRange = geometry.drawRange;
  341. const firstVertex = drawRange.start;
  342. //
  343. const lastObject = contextData.lastOcclusionObject;
  344. if ( lastObject !== object && lastObject !== undefined ) {
  345. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  346. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  347. contextData.occlusionQueryIndex ++;
  348. }
  349. if ( object.occlusionTest === true ) {
  350. const query = gl.createQuery();
  351. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  352. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  353. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  354. }
  355. contextData.lastOcclusionObject = object;
  356. }
  357. //
  358. const renderer = this.bufferRenderer;
  359. if ( object.isPoints ) renderer.mode = gl.POINTS;
  360. else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  361. else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  362. else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  363. else {
  364. if ( material.wireframe === true ) {
  365. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  366. renderer.mode = gl.LINES;
  367. } else {
  368. renderer.mode = gl.TRIANGLES;
  369. }
  370. }
  371. //
  372. let count;
  373. renderer.object = object;
  374. if ( index !== null ) {
  375. const indexData = this.get( index );
  376. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  377. renderer.index = index.count;
  378. renderer.type = indexData.type;
  379. count = indexCount;
  380. } else {
  381. renderer.index = 0;
  382. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : geometry.attributes.position.count;
  383. count = vertexCount;
  384. }
  385. const instanceCount = this.getInstanceCount( renderObject );
  386. if ( object.isBatchedMesh ) {
  387. if ( instanceCount > 1 ) {
  388. // TODO: Better support with InstancedBatchedMesh
  389. if ( object._multiDrawInstances === undefined ) {
  390. object._multiDrawInstances = new Int32Array( object._maxGeometryCount );
  391. }
  392. object._multiDrawInstances.fill( instanceCount );
  393. renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
  394. } else {
  395. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  396. }
  397. } else if ( instanceCount > 1 ) {
  398. renderer.renderInstances( firstVertex, count, instanceCount );
  399. } else {
  400. renderer.render( firstVertex, count );
  401. }
  402. //
  403. gl.bindVertexArray( null );
  404. }
  405. needsRenderUpdate( /*renderObject*/ ) {
  406. return false;
  407. }
  408. getRenderCacheKey( renderObject ) {
  409. return renderObject.id;
  410. }
  411. // textures
  412. createDefaultTexture( texture ) {
  413. this.textureUtils.createDefaultTexture( texture );
  414. }
  415. createTexture( texture, options ) {
  416. this.textureUtils.createTexture( texture, options );
  417. }
  418. updateTexture( texture, options ) {
  419. this.textureUtils.updateTexture( texture, options );
  420. }
  421. generateMipmaps( texture ) {
  422. this.textureUtils.generateMipmaps( texture );
  423. }
  424. destroyTexture( texture ) {
  425. this.textureUtils.destroyTexture( texture );
  426. }
  427. copyTextureToBuffer( texture, x, y, width, height ) {
  428. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  429. }
  430. createSampler( /*texture*/ ) {
  431. //console.warn( 'Abstract class.' );
  432. }
  433. destroySampler() {}
  434. // node builder
  435. createNodeBuilder( object, renderer, scene = null ) {
  436. return new GLSLNodeBuilder( object, renderer, scene );
  437. }
  438. // program
  439. createProgram( program ) {
  440. const gl = this.gl;
  441. const { stage, code } = program;
  442. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  443. gl.shaderSource( shader, code );
  444. gl.compileShader( shader );
  445. this.set( program, {
  446. shaderGPU: shader
  447. } );
  448. }
  449. destroyProgram( /*program*/ ) {
  450. console.warn( 'Abstract class.' );
  451. }
  452. createRenderPipeline( renderObject, promises ) {
  453. const gl = this.gl;
  454. const pipeline = renderObject.pipeline;
  455. // Program
  456. const { fragmentProgram, vertexProgram } = pipeline;
  457. const programGPU = gl.createProgram();
  458. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  459. const vertexShader = this.get( vertexProgram ).shaderGPU;
  460. gl.attachShader( programGPU, fragmentShader );
  461. gl.attachShader( programGPU, vertexShader );
  462. gl.linkProgram( programGPU );
  463. this.set( pipeline, {
  464. programGPU,
  465. fragmentShader,
  466. vertexShader
  467. } );
  468. if ( promises !== null && this.parallel ) {
  469. const p = new Promise( ( resolve /*, reject*/ ) => {
  470. const parallel = this.parallel;
  471. const checkStatus = () => {
  472. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  473. this._completeCompile( renderObject, pipeline );
  474. resolve();
  475. } else {
  476. requestAnimationFrame( checkStatus );
  477. }
  478. };
  479. checkStatus();
  480. } );
  481. promises.push( p );
  482. return;
  483. }
  484. this._completeCompile( renderObject, pipeline );
  485. }
  486. _completeCompile( renderObject, pipeline ) {
  487. const gl = this.gl;
  488. const pipelineData = this.get( pipeline );
  489. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  490. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  491. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  492. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  493. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  494. }
  495. gl.useProgram( programGPU );
  496. // Bindings
  497. this._setupBindings( renderObject.getBindings(), programGPU );
  498. //
  499. this.set( pipeline, {
  500. programGPU
  501. } );
  502. }
  503. createComputePipeline( computePipeline, bindings ) {
  504. const gl = this.gl;
  505. // Program
  506. const fragmentProgram = {
  507. stage: 'fragment',
  508. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  509. };
  510. this.createProgram( fragmentProgram );
  511. const { computeProgram } = computePipeline;
  512. const programGPU = gl.createProgram();
  513. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  514. const vertexShader = this.get( computeProgram ).shaderGPU;
  515. const transforms = computeProgram.transforms;
  516. const transformVaryingNames = [];
  517. const transformAttributeNodes = [];
  518. for ( let i = 0; i < transforms.length; i ++ ) {
  519. const transform = transforms[ i ];
  520. transformVaryingNames.push( transform.varyingName );
  521. transformAttributeNodes.push( transform.attributeNode );
  522. }
  523. gl.attachShader( programGPU, fragmentShader );
  524. gl.attachShader( programGPU, vertexShader );
  525. gl.transformFeedbackVaryings(
  526. programGPU,
  527. transformVaryingNames,
  528. gl.SEPARATE_ATTRIBS,
  529. );
  530. gl.linkProgram( programGPU );
  531. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  532. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  533. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  534. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  535. }
  536. gl.useProgram( programGPU );
  537. // Bindings
  538. this.createBindings( bindings );
  539. this._setupBindings( bindings, programGPU );
  540. const attributeNodes = computeProgram.attributes;
  541. const attributes = [];
  542. const transformBuffers = [];
  543. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  544. const attribute = attributeNodes[ i ].node.attribute;
  545. attributes.push( attribute );
  546. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  547. }
  548. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  549. const attribute = transformAttributeNodes[ i ].attribute;
  550. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  551. const attributeData = this.get( attribute );
  552. transformBuffers.push( attributeData );
  553. }
  554. //
  555. this.set( computePipeline, {
  556. programGPU,
  557. transformBuffers,
  558. attributes
  559. } );
  560. }
  561. createBindings( bindings ) {
  562. this.updateBindings( bindings );
  563. }
  564. updateBindings( bindings ) {
  565. const { gl } = this;
  566. let groupIndex = 0;
  567. let textureIndex = 0;
  568. for ( const binding of bindings ) {
  569. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  570. const bufferGPU = gl.createBuffer();
  571. const data = binding.buffer;
  572. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  573. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  574. gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  575. this.set( binding, {
  576. index: groupIndex ++,
  577. bufferGPU
  578. } );
  579. } else if ( binding.isSampledTexture ) {
  580. const { textureGPU, glTextureType } = this.get( binding.texture );
  581. this.set( binding, {
  582. index: textureIndex ++,
  583. textureGPU,
  584. glTextureType
  585. } );
  586. }
  587. }
  588. }
  589. updateBinding( binding ) {
  590. const gl = this.gl;
  591. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  592. const bindingData = this.get( binding );
  593. const bufferGPU = bindingData.bufferGPU;
  594. const data = binding.buffer;
  595. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  596. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  597. }
  598. }
  599. // attributes
  600. createIndexAttribute( attribute ) {
  601. const gl = this.gl;
  602. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  603. }
  604. createAttribute( attribute ) {
  605. if ( this.has( attribute ) ) return;
  606. const gl = this.gl;
  607. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  608. }
  609. createStorageAttribute( attribute ) {
  610. //console.warn( 'Abstract class.' );
  611. }
  612. updateAttribute( attribute ) {
  613. this.attributeUtils.updateAttribute( attribute );
  614. }
  615. destroyAttribute( attribute ) {
  616. this.attributeUtils.destroyAttribute( attribute );
  617. }
  618. updateSize() {
  619. //console.warn( 'Abstract class.' );
  620. }
  621. async hasFeatureAsync( name ) {
  622. return this.hasFeature( name );
  623. }
  624. hasFeature( name ) {
  625. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  626. const extensions = this.extensions;
  627. for ( let i = 0; i < keysMatching.length; i ++ ) {
  628. if ( extensions.has( keysMatching[ i ] ) ) return true;
  629. }
  630. return false;
  631. }
  632. getMaxAnisotropy() {
  633. return this.capabilities.getMaxAnisotropy();
  634. }
  635. copyTextureToTexture( position, srcTexture, dstTexture, level ) {
  636. this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
  637. }
  638. copyFramebufferToTexture( texture, renderContext ) {
  639. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  640. }
  641. _setFramebuffer( renderContext ) {
  642. const { gl, state } = this;
  643. let currentFrameBuffer = null;
  644. if ( renderContext.textures !== null ) {
  645. const renderTarget = renderContext.renderTarget;
  646. const renderTargetContextData = this.get( renderTarget );
  647. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  648. const cubeFace = this.renderer._activeCubeFace;
  649. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  650. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  651. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  652. let fb;
  653. if ( isCube ) {
  654. if ( renderTargetContextData.cubeFramebuffers === undefined ) {
  655. renderTargetContextData.cubeFramebuffers = [];
  656. }
  657. fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
  658. } else {
  659. fb = renderTargetContextData.framebuffer;
  660. }
  661. if ( fb === undefined ) {
  662. fb = gl.createFramebuffer();
  663. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  664. const textures = renderContext.textures;
  665. if ( isCube ) {
  666. renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
  667. const { textureGPU } = this.get( textures[ 0 ] );
  668. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  669. } else {
  670. for ( let i = 0; i < textures.length; i ++ ) {
  671. const texture = textures[ i ];
  672. const textureData = this.get( texture );
  673. textureData.renderTarget = renderContext.renderTarget;
  674. const attachment = gl.COLOR_ATTACHMENT0 + i;
  675. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  676. }
  677. renderTargetContextData.framebuffer = fb;
  678. state.drawBuffers( renderContext, fb );
  679. }
  680. if ( renderContext.depthTexture !== null ) {
  681. const textureData = this.get( renderContext.depthTexture );
  682. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  683. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  684. }
  685. }
  686. if ( samples > 0 ) {
  687. if ( msaaFb === undefined ) {
  688. const invalidationArray = [];
  689. msaaFb = gl.createFramebuffer();
  690. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  691. const msaaRenderbuffers = [];
  692. const textures = renderContext.textures;
  693. for ( let i = 0; i < textures.length; i ++ ) {
  694. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  695. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  696. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  697. if ( depthBuffer ) {
  698. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  699. invalidationArray.push( depthStyle );
  700. }
  701. const texture = renderContext.textures[ i ];
  702. const textureData = this.get( texture );
  703. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
  704. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  705. }
  706. renderTargetContextData.msaaFrameBuffer = msaaFb;
  707. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  708. if ( depthRenderbuffer === undefined ) {
  709. depthRenderbuffer = gl.createRenderbuffer();
  710. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
  711. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  712. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  713. invalidationArray.push( depthStyle );
  714. }
  715. renderTargetContextData.invalidationArray = invalidationArray;
  716. }
  717. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  718. } else {
  719. currentFrameBuffer = fb;
  720. }
  721. }
  722. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  723. }
  724. _getVaoKey( index, attributes ) {
  725. let key = [];
  726. if ( index !== null ) {
  727. const indexData = this.get( index );
  728. key += ':' + indexData.id;
  729. }
  730. for ( let i = 0; i < attributes.length; i ++ ) {
  731. const attributeData = this.get( attributes[ i ] );
  732. key += ':' + attributeData.id;
  733. }
  734. return key;
  735. }
  736. _createVao( index, attributes ) {
  737. const { gl } = this;
  738. const vaoGPU = gl.createVertexArray();
  739. let key = '';
  740. let staticVao = true;
  741. gl.bindVertexArray( vaoGPU );
  742. if ( index !== null ) {
  743. const indexData = this.get( index );
  744. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  745. key += ':' + indexData.id;
  746. }
  747. for ( let i = 0; i < attributes.length; i ++ ) {
  748. const attribute = attributes[ i ];
  749. const attributeData = this.get( attribute );
  750. key += ':' + attributeData.id;
  751. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  752. gl.enableVertexAttribArray( i );
  753. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  754. let stride, offset;
  755. if ( attribute.isInterleavedBufferAttribute === true ) {
  756. stride = attribute.data.stride * attributeData.bytesPerElement;
  757. offset = attribute.offset * attributeData.bytesPerElement;
  758. } else {
  759. stride = 0;
  760. offset = 0;
  761. }
  762. if ( attributeData.isInteger ) {
  763. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  764. } else {
  765. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  766. }
  767. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  768. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  769. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  770. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  771. }
  772. }
  773. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  774. this.vaoCache[ key ] = vaoGPU;
  775. return { vaoGPU, staticVao };
  776. }
  777. _getTransformFeedback( transformBuffers ) {
  778. let key = '';
  779. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  780. key += ':' + transformBuffers[ i ].id;
  781. }
  782. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  783. if ( transformFeedbackGPU !== undefined ) {
  784. return transformFeedbackGPU;
  785. }
  786. const gl = this.gl;
  787. transformFeedbackGPU = gl.createTransformFeedback();
  788. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  789. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  790. const attributeData = transformBuffers[ i ];
  791. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  792. }
  793. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  794. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  795. return transformFeedbackGPU;
  796. }
  797. _setupBindings( bindings, programGPU ) {
  798. const gl = this.gl;
  799. for ( const binding of bindings ) {
  800. const bindingData = this.get( binding );
  801. const index = bindingData.index;
  802. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  803. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  804. gl.uniformBlockBinding( programGPU, location, index );
  805. } else if ( binding.isSampledTexture ) {
  806. const location = gl.getUniformLocation( programGPU, binding.name );
  807. gl.uniform1i( location, index );
  808. }
  809. }
  810. }
  811. _bindUniforms( bindings ) {
  812. const { gl, state } = this;
  813. for ( const binding of bindings ) {
  814. const bindingData = this.get( binding );
  815. const index = bindingData.index;
  816. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  817. gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  818. } else if ( binding.isSampledTexture ) {
  819. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  820. }
  821. }
  822. }
  823. }
  824. export default WebGLBackend;