1493 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			1493 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import { WebGLCoordinateSystem } from 'three';
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| 
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| import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
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| import Backend from '../common/Backend.js';
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| 
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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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| 
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| class WebGLBackend extends Backend {
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| 
 | |
| 	constructor( parameters = {} ) {
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| 
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| 		super( parameters );
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| 
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| 		this.isWebGLBackend = true;
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| 
 | |
| 	}
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| 
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| 	init( renderer ) {
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| 
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| 		super.init( renderer );
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| 
 | |
| 		//
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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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| 
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| 		this.gl = glContext;
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| 
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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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| 
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| 		this.state = new WebGLState( this );
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| 		this.utils = new WebGLUtils( this );
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| 
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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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| 
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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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| 
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| 	get coordinateSystem() {
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| 
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| 		return WebGLCoordinateSystem;
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| 
 | |
| 	}
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| 
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| 	async getArrayBufferAsync( attribute ) {
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| 
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| 		return await this.attributeUtils.getArrayBufferAsync( attribute );
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| 
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| 	}
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| 
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| 
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| 	initTimestampQuery( renderContext ) {
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| 
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| 		if ( ! this.disjoint || ! this.trackTimestamp ) return;
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| 
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| 		const renderContextData = this.get( renderContext );
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| 
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| 		if ( this.queryRunning ) {
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| 
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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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| 
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| 		if ( renderContextData.activeQuery ) {
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| 
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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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| 		}
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| 
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| 		renderContextData.activeQuery = this.gl.createQuery();
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| 
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| 		if ( renderContextData.activeQuery !== null ) {
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| 
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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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| 
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| 		if ( ! this.disjoint || ! this.trackTimestamp ) return;
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| 
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| 		const renderContextData = this.get( renderContext );
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| 
 | |
| 		if ( renderContextData.activeQuery ) {
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| 
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| 		  this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
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| 
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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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| 
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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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| 		}
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| 
 | |
| 	}
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| 
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| 	  async resolveTimestampAsync( renderContext, type = 'render' ) {
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| 
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| 		if ( ! this.disjoint || ! this.trackTimestamp ) return;
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| 
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| 		const renderContextData = this.get( renderContext );
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| 
 | |
| 		if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
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| 
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| 		for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
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| 
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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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| 
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| 		  if ( available && ! disjoint ) {
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| 
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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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| 
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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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| 
 | |
| 		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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| 
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| 			gl.scissor( x, y, width, height );
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| 
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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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| 
 | |
| 			// 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;
 | |
| 			renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
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| 
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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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| 
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| 	finishRender( renderContext ) {
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| 
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| 		const { gl, state } = this;
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| 		const renderContextData = this.get( renderContext );
 | |
| 		const previousContext = renderContextData.previousContext;
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| 
 | |
| 		const textures = renderContext.textures;
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| 
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| 		if ( textures !== null ) {
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| 
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| 			for ( let i = 0; i < textures.length; i ++ ) {
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| 
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| 				const texture = textures[ i ];
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| 
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| 				if ( texture.generateMipmaps ) {
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| 
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| 					this.generateMipmaps( texture );
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| 
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| 				}
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| 
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| 			}
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| 
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| 		}
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| 
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| 		this._currentContext = previousContext;
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| 
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| 
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| 		if ( renderContext.textures !== null && renderContext.renderTarget ) {
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| 
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| 			const renderTargetContextData = this.get( renderContext.renderTarget );
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| 
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| 			const { samples } = renderContext.renderTarget;
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| 			const fb = renderTargetContextData.framebuffer;
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| 
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| 			const mask = gl.COLOR_BUFFER_BIT;
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| 
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| 			if ( samples > 0 ) {
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| 
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| 				const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
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| 
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| 				const textures = renderContext.textures;
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| 
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| 				state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
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| 				state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
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| 
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| 				for ( let i = 0; i < textures.length; i ++ ) {
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| 
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| 					// TODO Add support for MRT
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| 
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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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| 
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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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| 			}
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| 
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| 
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| 		}
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| 
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| 		if ( previousContext !== null ) {
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| 
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| 			this._setFramebuffer( previousContext );
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| 
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| 			if ( previousContext.viewport ) {
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| 
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| 				this.updateViewport( previousContext );
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| 
 | |
| 			} else {
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| 
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| 				const gl = this.gl;
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| 
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| 				gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
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| 
 | |
| 			}
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| 
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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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| 
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| 			const renderContextData = this.get( renderContext );
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| 
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| 			if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
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| 
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| 				const { gl } = this;
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| 
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| 				gl.endQuery( gl.ANY_SAMPLES_PASSED );
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| 
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| 			}
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| 
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| 			this.resolveOccludedAsync( renderContext );
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| 
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| 		}
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| 
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| 		this.prepareTimestampBuffer( renderContext );
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| 
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| 	}
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| 
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| 	resolveOccludedAsync( renderContext ) {
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| 
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| 		const renderContextData = this.get( renderContext );
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| 
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| 		// handle occlusion query results
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| 
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| 		const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
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| 
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| 		if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
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| 
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| 			const occluded = new WeakSet();
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| 			const { gl } = this;
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| 
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| 			renderContextData.currentOcclusionQueryObjects = null;
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| 			renderContextData.currentOcclusionQueries = null;
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| 
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| 			const check = () => {
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| 
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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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| 
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| 					const query = currentOcclusionQueries[ i ];
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| 
 | |
| 					if ( query === null ) continue;
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| 
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| 					if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
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| 
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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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| 				}
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| 
 | |
| 				if ( completed < currentOcclusionQueries.length ) {
 | |
| 
 | |
| 					requestAnimationFrame( check );
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| 
 | |
| 				} else {
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| 
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| 					renderContextData.occluded = occluded;
 | |
| 
 | |
| 				}
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| 
 | |
| 			};
 | |
| 
 | |
| 			check();
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| 
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	isOccluded( renderContext, object ) {
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| 
 | |
| 		const renderContextData = this.get( renderContext );
 | |
| 
 | |
| 		return renderContextData.occluded && renderContextData.occluded.has( object );
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	updateViewport( renderContext ) {
 | |
| 
 | |
| 		const gl = this.gl;
 | |
| 		const { x, y, width, height } = renderContext.viewportValue;
 | |
| 
 | |
| 		gl.viewport( x, y, width, height );
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	setScissorTest( boolean ) {
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| 
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| 		const gl = this.gl;
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| 
 | |
| 		if ( boolean ) {
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| 
 | |
| 			gl.enable( gl.SCISSOR_TEST );
 | |
| 
 | |
| 		} else {
 | |
| 
 | |
| 			gl.disable( gl.SCISSOR_TEST );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
 | |
| 
 | |
| 		const { gl } = this;
 | |
| 
 | |
| 		if ( descriptor === null ) {
 | |
| 
 | |
| 			descriptor = {
 | |
| 				textures: null,
 | |
| 				clearColorValue: this.getClearColor()
 | |
| 			};
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		//
 | |
| 
 | |
| 		let clear = 0;
 | |
| 
 | |
| 		if ( color ) clear |= gl.COLOR_BUFFER_BIT;
 | |
| 		if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
 | |
| 		if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
 | |
| 
 | |
| 		if ( clear !== 0 ) {
 | |
| 
 | |
| 			const clearColor = descriptor.clearColorValue || this.getClearColor();
 | |
| 
 | |
| 			if ( depth ) this.state.setDepthMask( true );
 | |
| 
 | |
| 			if ( descriptor.textures === null ) {
 | |
| 
 | |
| 				gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
 | |
| 				gl.clear( clear );
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				if ( setFrameBuffer ) this._setFramebuffer( descriptor );
 | |
| 
 | |
| 				if ( color ) {
 | |
| 
 | |
| 					for ( let i = 0; i < descriptor.textures.length; i ++ ) {
 | |
| 
 | |
| 						gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				if ( depth && stencil ) {
 | |
| 
 | |
| 					gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
 | |
| 
 | |
| 				} else if ( depth ) {
 | |
| 
 | |
| 					gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
 | |
| 
 | |
| 				} else if ( stencil ) {
 | |
| 
 | |
| 					gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	beginCompute( computeGroup ) {
 | |
| 
 | |
| 		const gl = this.gl;
 | |
| 
 | |
| 		gl.bindFramebuffer( gl.FRAMEBUFFER, null );
 | |
| 		this.initTimestampQuery( computeGroup );
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	compute( computeGroup, computeNode, bindings, pipeline ) {
 | |
| 
 | |
| 		const gl = this.gl;
 | |
| 
 | |
| 		if ( ! this.discard ) {
 | |
| 
 | |
| 			// required here to handle async behaviour of render.compute()
 | |
| 			gl.enable( gl.RASTERIZER_DISCARD );
 | |
| 			this.discard = true;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		const { programGPU, transformBuffers, attributes } = this.get( pipeline );
 | |
| 
 | |
| 		const vaoKey = this._getVaoKey( null, attributes );
 | |
| 
 | |
| 		const vaoGPU = this.vaoCache[ vaoKey ];
 | |
| 
 | |
| 		if ( vaoGPU === undefined ) {
 | |
| 
 | |
| 			this._createVao( null, attributes );
 | |
| 
 | |
| 		} else {
 | |
| 
 | |
| 			gl.bindVertexArray( vaoGPU );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		gl.useProgram( programGPU );
 | |
| 
 | |
| 		this._bindUniforms( bindings );
 | |
| 
 | |
| 		const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
 | |
| 
 | |
| 		gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
 | |
| 		gl.beginTransformFeedback( gl.POINTS );
 | |
| 
 | |
| 		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;
 |