1493 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			1493 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import { WebGLCoordinateSystem } from 'three';
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import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
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import Backend from '../common/Backend.js';
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import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
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import WebGLState from './utils/WebGLState.js';
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import WebGLUtils from './utils/WebGLUtils.js';
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import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
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import WebGLExtensions from './utils/WebGLExtensions.js';
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import WebGLCapabilities from './utils/WebGLCapabilities.js';
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import { GLFeatureName } from './utils/WebGLConstants.js';
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import { WebGLBufferRenderer } from './WebGLBufferRenderer.js';
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//
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class WebGLBackend extends Backend {
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	constructor( parameters = {} ) {
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		super( parameters );
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		this.isWebGLBackend = true;
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	}
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	init( renderer ) {
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		super.init( renderer );
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		//
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		const parameters = this.parameters;
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		const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
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		this.gl = glContext;
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		this.extensions = new WebGLExtensions( this );
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		this.capabilities = new WebGLCapabilities( this );
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		this.attributeUtils = new WebGLAttributeUtils( this );
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		this.textureUtils = new WebGLTextureUtils( this );
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		this.bufferRenderer = new WebGLBufferRenderer( this );
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		this.state = new WebGLState( this );
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		this.utils = new WebGLUtils( this );
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		this.vaoCache = {};
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		this.transformFeedbackCache = {};
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		this.discard = false;
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		this.trackTimestamp = ( parameters.trackTimestamp === true );
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		this.extensions.get( 'EXT_color_buffer_float' );
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		this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
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		this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
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		this._currentContext = null;
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	}
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	get coordinateSystem() {
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		return WebGLCoordinateSystem;
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	}
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	async getArrayBufferAsync( attribute ) {
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		return await this.attributeUtils.getArrayBufferAsync( attribute );
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	}
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	initTimestampQuery( renderContext ) {
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		if ( ! this.disjoint || ! this.trackTimestamp ) return;
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		const renderContextData = this.get( renderContext );
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		if ( this.queryRunning ) {
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		  if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
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		  renderContextData.queryQueue.push( renderContext );
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		  return;
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		}
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		if ( renderContextData.activeQuery ) {
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		  this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
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		  renderContextData.activeQuery = null;
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		}
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		renderContextData.activeQuery = this.gl.createQuery();
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		if ( renderContextData.activeQuery !== null ) {
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		  this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
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		  this.queryRunning = true;
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		}
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	}
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	// timestamp utils
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	  prepareTimestampBuffer( renderContext ) {
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		if ( ! this.disjoint || ! this.trackTimestamp ) return;
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		const renderContextData = this.get( renderContext );
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		if ( renderContextData.activeQuery ) {
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		  this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
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		  if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
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		  renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
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		  renderContextData.activeQuery = null;
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		  this.queryRunning = false;
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		  if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
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				const nextRenderContext = renderContextData.queryQueue.shift();
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				this.initTimestampQuery( nextRenderContext );
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			}
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		}
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	}
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	  async resolveTimestampAsync( renderContext, type = 'render' ) {
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		if ( ! this.disjoint || ! this.trackTimestamp ) return;
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		const renderContextData = this.get( renderContext );
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		if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
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		for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
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		  const queryInfo = renderContextData.gpuQueries[ i ];
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		  const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
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		  const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
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		  if ( available && ! disjoint ) {
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				const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
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				const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
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				this.gl.deleteQuery( queryInfo.query );
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				renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
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				i --;
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				this.renderer.info.updateTimestamp( type, duration );
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			}
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		}
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	}
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	getContext() {
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		return this.gl;
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	}
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	beginRender( renderContext ) {
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		const { gl } = this;
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		const renderContextData = this.get( renderContext );
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		//
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		//
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		this.initTimestampQuery( renderContext );
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		renderContextData.previousContext = this._currentContext;
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		this._currentContext = renderContext;
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		this._setFramebuffer( renderContext );
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		this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
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		//
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		if ( renderContext.viewport ) {
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			this.updateViewport( renderContext );
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		} else {
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			gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
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		}
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		if ( renderContext.scissor ) {
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			const { x, y, width, height } = renderContext.scissorValue;
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			gl.scissor( x, y, width, height );
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		}
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		const occlusionQueryCount = renderContext.occlusionQueryCount;
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		if ( occlusionQueryCount > 0 ) {
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			// Get a reference to the array of objects with queries. The renderContextData property
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			// can be changed by another render pass before the async reading of all previous queries complete
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			renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
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			renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
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			renderContextData.lastOcclusionObject = null;
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			renderContextData.occlusionQueries = new Array( occlusionQueryCount );
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			renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
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			renderContextData.occlusionQueryIndex = 0;
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		}
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	}
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	finishRender( renderContext ) {
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		const { gl, state } = this;
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		const renderContextData = this.get( renderContext );
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		const previousContext = renderContextData.previousContext;
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		const textures = renderContext.textures;
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		if ( textures !== null ) {
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			for ( let i = 0; i < textures.length; i ++ ) {
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				const texture = textures[ i ];
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				if ( texture.generateMipmaps ) {
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					this.generateMipmaps( texture );
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				}
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			}
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		}
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		this._currentContext = previousContext;
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		if ( renderContext.textures !== null && renderContext.renderTarget ) {
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			const renderTargetContextData = this.get( renderContext.renderTarget );
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			const { samples } = renderContext.renderTarget;
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			const fb = renderTargetContextData.framebuffer;
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			const mask = gl.COLOR_BUFFER_BIT;
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			if ( samples > 0 ) {
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				const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
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				const textures = renderContext.textures;
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				state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
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				state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
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				for ( let i = 0; i < textures.length; i ++ ) {
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					// TODO Add support for MRT
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					gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
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					gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
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				}
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			}
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		}
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		if ( previousContext !== null ) {
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			this._setFramebuffer( previousContext );
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			if ( previousContext.viewport ) {
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				this.updateViewport( previousContext );
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			} else {
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				const gl = this.gl;
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				gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
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			}
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		}
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		const occlusionQueryCount = renderContext.occlusionQueryCount;
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		if ( occlusionQueryCount > 0 ) {
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			const renderContextData = this.get( renderContext );
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			if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
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				const { gl } = this;
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				gl.endQuery( gl.ANY_SAMPLES_PASSED );
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			}
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			this.resolveOccludedAsync( renderContext );
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		}
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		this.prepareTimestampBuffer( renderContext );
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	}
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	resolveOccludedAsync( renderContext ) {
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		const renderContextData = this.get( renderContext );
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		// handle occlusion query results
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		const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
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		if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
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			const occluded = new WeakSet();
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			const { gl } = this;
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			renderContextData.currentOcclusionQueryObjects = null;
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			renderContextData.currentOcclusionQueries = null;
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			const check = () => {
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				let completed = 0;
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				// check all queries and requeue as appropriate
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				for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
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					const query = currentOcclusionQueries[ i ];
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					if ( query === null ) continue;
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					if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
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						if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
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						currentOcclusionQueries[ i ] = null;
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						gl.deleteQuery( query );
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						completed ++;
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					}
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				}
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				if ( completed < currentOcclusionQueries.length ) {
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					requestAnimationFrame( check );
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				} else {
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					renderContextData.occluded = occluded;
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				}
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			};
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			check();
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		}
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	}
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	isOccluded( renderContext, object ) {
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		const renderContextData = this.get( renderContext );
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		return renderContextData.occluded && renderContextData.occluded.has( object );
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	}
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	updateViewport( renderContext ) {
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		const gl = this.gl;
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		const { x, y, width, height } = renderContext.viewportValue;
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		gl.viewport( x, y, width, height );
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	}
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	setScissorTest( boolean ) {
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		const gl = this.gl;
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		if ( boolean ) {
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			gl.enable( gl.SCISSOR_TEST );
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		} else {
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			gl.disable( gl.SCISSOR_TEST );
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		}
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	}
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	clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
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		const { gl } = this;
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		if ( descriptor === null ) {
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			descriptor = {
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				textures: null,
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				clearColorValue: this.getClearColor()
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			};
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		}
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		//
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		let clear = 0;
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		if ( color ) clear |= gl.COLOR_BUFFER_BIT;
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		if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
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		if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
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		if ( clear !== 0 ) {
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			const clearColor = descriptor.clearColorValue || this.getClearColor();
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			if ( depth ) this.state.setDepthMask( true );
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			if ( descriptor.textures === null ) {
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				gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
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				gl.clear( clear );
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			} else {
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				if ( setFrameBuffer ) this._setFramebuffer( descriptor );
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				if ( color ) {
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					for ( let i = 0; i < descriptor.textures.length; i ++ ) {
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						gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
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					}
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				}
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				if ( depth && stencil ) {
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					gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
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				} else if ( depth ) {
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					gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
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				} else if ( stencil ) {
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					gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
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				}
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			}
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		}
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	}
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	beginCompute( computeGroup ) {
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		const gl = this.gl;
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		gl.bindFramebuffer( gl.FRAMEBUFFER, null );
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		this.initTimestampQuery( computeGroup );
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	}
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	compute( computeGroup, computeNode, bindings, pipeline ) {
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		const gl = this.gl;
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		if ( ! this.discard ) {
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			// required here to handle async behaviour of render.compute()
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			gl.enable( gl.RASTERIZER_DISCARD );
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			this.discard = true;
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		}
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		const { programGPU, transformBuffers, attributes } = this.get( pipeline );
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		const vaoKey = this._getVaoKey( null, attributes );
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		const vaoGPU = this.vaoCache[ vaoKey ];
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						|
		if ( vaoGPU === undefined ) {
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			this._createVao( null, attributes );
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		} else {
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			gl.bindVertexArray( vaoGPU );
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		}
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 | 
						|
		gl.useProgram( programGPU );
 | 
						|
 | 
						|
		this._bindUniforms( bindings );
 | 
						|
 | 
						|
		const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
 | 
						|
 | 
						|
		gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
 | 
						|
		gl.beginTransformFeedback( gl.POINTS );
 | 
						|
 | 
						|
		if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
 | 
						|
 | 
						|
			gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			gl.drawArrays( gl.POINTS, 0, computeNode.count );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		gl.endTransformFeedback();
 | 
						|
		gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
 | 
						|
 | 
						|
		// switch active buffers
 | 
						|
 | 
						|
		for ( let i = 0; i < transformBuffers.length; i ++ ) {
 | 
						|
 | 
						|
			const dualAttributeData = transformBuffers[ i ];
 | 
						|
 | 
						|
			if ( dualAttributeData.pbo ) {
 | 
						|
 | 
						|
				this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			dualAttributeData.switchBuffers();
 | 
						|
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	finishCompute( computeGroup ) {
 | 
						|
 | 
						|
		const gl = this.gl;
 | 
						|
 | 
						|
		this.discard = false;
 | 
						|
 | 
						|
		gl.disable( gl.RASTERIZER_DISCARD );
 | 
						|
 | 
						|
		this.prepareTimestampBuffer( computeGroup );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	draw( renderObject, info ) {
 | 
						|
 | 
						|
		const { object, pipeline, material, context } = renderObject;
 | 
						|
		const { programGPU } = this.get( pipeline );
 | 
						|
 | 
						|
		const { gl, state } = this;
 | 
						|
 | 
						|
		const contextData = this.get( context );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this._bindUniforms( renderObject.getBindings() );
 | 
						|
 | 
						|
		const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
 | 
						|
 | 
						|
		state.setMaterial( material, frontFaceCW );
 | 
						|
 | 
						|
		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 geometry = renderObject.geometry;
 | 
						|
		const drawRange = renderObject.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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		const renderer = this.bufferRenderer;
 | 
						|
 | 
						|
		if ( object.isPoints ) renderer.mode = gl.POINTS;
 | 
						|
		else if ( object.isLineSegments ) renderer.mode = gl.LINES;
 | 
						|
		else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
 | 
						|
		else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
 | 
						|
		else {
 | 
						|
 | 
						|
			if ( material.wireframe === true ) {
 | 
						|
 | 
						|
				state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
 | 
						|
				renderer.mode = gl.LINES;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				renderer.mode = gl.TRIANGLES;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
 | 
						|
		let count;
 | 
						|
 | 
						|
		renderer.object = object;
 | 
						|
 | 
						|
		if ( index !== null ) {
 | 
						|
 | 
						|
			const indexData = this.get( index );
 | 
						|
			const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
 | 
						|
 | 
						|
			renderer.index = index.count;
 | 
						|
			renderer.type = indexData.type;
 | 
						|
 | 
						|
			count = indexCount;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			renderer.index = 0;
 | 
						|
 | 
						|
			const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : geometry.attributes.position.count;
 | 
						|
 | 
						|
			count = vertexCount;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		const instanceCount = this.getInstanceCount( renderObject );
 | 
						|
 | 
						|
		if ( object.isBatchedMesh ) {
 | 
						|
 | 
						|
			if ( object._multiDrawInstances !== null ) {
 | 
						|
 | 
						|
				renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		} else if ( instanceCount > 1 ) {
 | 
						|
 | 
						|
			renderer.renderInstances( firstVertex, count, instanceCount );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			renderer.render( firstVertex, count );
 | 
						|
 | 
						|
		}
 | 
						|
		//
 | 
						|
 | 
						|
		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.' );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	copyTextureToTexture( position, srcTexture, dstTexture, level ) {
 | 
						|
 | 
						|
		this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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 || attribute.isStorageInstancedBufferAttribute ) 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;
 |