@gnsx/three 0.184.0

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Files changed (1182) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +85 -0
  3. package/build/three.cjs +79695 -0
  4. package/build/three.core.js +59732 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +19552 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +654 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +83969 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +83702 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  16. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  17. package/examples/fonts/README.md +11 -0
  18. package/examples/fonts/droid/NOTICE +190 -0
  19. package/examples/fonts/droid/README.txt +18 -0
  20. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  23. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  24. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  25. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  26. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  27. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  28. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  29. package/examples/fonts/optimer_bold.typeface.json +1 -0
  30. package/examples/fonts/optimer_regular.typeface.json +1 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/jsm/Addons.js +293 -0
  34. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  35. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  36. package/examples/jsm/capabilities/WebGL.js +113 -0
  37. package/examples/jsm/capabilities/WebGPU.js +59 -0
  38. package/examples/jsm/controls/ArcballControls.js +3539 -0
  39. package/examples/jsm/controls/DragControls.js +452 -0
  40. package/examples/jsm/controls/FirstPersonControls.js +451 -0
  41. package/examples/jsm/controls/FlyControls.js +384 -0
  42. package/examples/jsm/controls/MapControls.js +116 -0
  43. package/examples/jsm/controls/OrbitControls.js +1963 -0
  44. package/examples/jsm/controls/PointerLockControls.js +264 -0
  45. package/examples/jsm/controls/TrackballControls.js +1001 -0
  46. package/examples/jsm/controls/TransformControls.js +1950 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.js +209 -0
  49. package/examples/jsm/csm/CSMHelper.js +243 -0
  50. package/examples/jsm/csm/CSMShader.js +307 -0
  51. package/examples/jsm/csm/CSMShadowNode.js +603 -0
  52. package/examples/jsm/curves/CurveExtras.js +694 -0
  53. package/examples/jsm/curves/NURBSCurve.js +155 -0
  54. package/examples/jsm/curves/NURBSSurface.js +98 -0
  55. package/examples/jsm/curves/NURBSUtils.js +532 -0
  56. package/examples/jsm/curves/NURBSVolume.js +82 -0
  57. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  58. package/examples/jsm/effects/AsciiEffect.js +310 -0
  59. package/examples/jsm/effects/OutlineEffect.js +489 -0
  60. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  61. package/examples/jsm/effects/StereoEffect.js +91 -0
  62. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  63. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  64. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  65. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  66. package/examples/jsm/exporters/EXRExporter.js +618 -0
  67. package/examples/jsm/exporters/GLTFExporter.js +3738 -0
  68. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  69. package/examples/jsm/exporters/OBJExporter.js +308 -0
  70. package/examples/jsm/exporters/PLYExporter.js +562 -0
  71. package/examples/jsm/exporters/STLExporter.js +221 -0
  72. package/examples/jsm/exporters/USDZExporter.js +1254 -0
  73. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  74. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  75. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  76. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  77. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  78. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  79. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  80. package/examples/jsm/geometries/TextGeometry.js +102 -0
  81. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  82. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  83. package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
  84. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  85. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  86. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  87. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  88. package/examples/jsm/helpers/RapierHelper.js +59 -0
  89. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  90. package/examples/jsm/helpers/TextureHelper.js +265 -0
  91. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  92. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  93. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  94. package/examples/jsm/helpers/ViewHelper.js +519 -0
  95. package/examples/jsm/inspector/Extension.js +13 -0
  96. package/examples/jsm/inspector/Inspector.js +542 -0
  97. package/examples/jsm/inspector/RendererInspector.js +425 -0
  98. package/examples/jsm/inspector/extensions/extensions.json +6 -0
  99. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
  100. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
  101. package/examples/jsm/inspector/tabs/Console.js +238 -0
  102. package/examples/jsm/inspector/tabs/Memory.js +128 -0
  103. package/examples/jsm/inspector/tabs/Parameters.js +380 -0
  104. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  105. package/examples/jsm/inspector/tabs/Settings.js +264 -0
  106. package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
  107. package/examples/jsm/inspector/tabs/Viewer.js +268 -0
  108. package/examples/jsm/inspector/ui/Graph.js +95 -0
  109. package/examples/jsm/inspector/ui/Item.js +170 -0
  110. package/examples/jsm/inspector/ui/List.js +75 -0
  111. package/examples/jsm/inspector/ui/Profiler.js +2072 -0
  112. package/examples/jsm/inspector/ui/Style.js +1667 -0
  113. package/examples/jsm/inspector/ui/Tab.js +265 -0
  114. package/examples/jsm/inspector/ui/Values.js +476 -0
  115. package/examples/jsm/inspector/ui/utils.js +69 -0
  116. package/examples/jsm/interaction/InteractionManager.js +226 -0
  117. package/examples/jsm/interactive/HTMLMesh.js +601 -0
  118. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  119. package/examples/jsm/interactive/SelectionBox.js +324 -0
  120. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  121. package/examples/jsm/libs/ammo.wasm.js +822 -0
  122. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  123. package/examples/jsm/libs/basis/README.md +46 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  125. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  126. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  127. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  128. package/examples/jsm/libs/draco/README.md +32 -0
  129. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  130. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  131. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  132. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  133. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  135. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  136. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  137. package/examples/jsm/libs/ecsy.module.js +1792 -0
  138. package/examples/jsm/libs/fflate.module.js +2672 -0
  139. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  140. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  141. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  142. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  143. package/examples/jsm/libs/mikktspace.module.js +128 -0
  144. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  145. package/examples/jsm/libs/opentype.module.js +14506 -0
  146. package/examples/jsm/libs/potpack.module.js +125 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  149. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  150. package/examples/jsm/libs/stats.module.js +167 -0
  151. package/examples/jsm/libs/surfaceNet.js +201 -0
  152. package/examples/jsm/libs/tween.module.js +876 -0
  153. package/examples/jsm/libs/utif.module.js +1665 -0
  154. package/examples/jsm/libs/zstddec.module.js +1 -0
  155. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  156. package/examples/jsm/lighting/LightProbeGrid.js +651 -0
  157. package/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  159. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  161. package/examples/jsm/lines/Line2.js +56 -0
  162. package/examples/jsm/lines/LineGeometry.js +157 -0
  163. package/examples/jsm/lines/LineMaterial.js +703 -0
  164. package/examples/jsm/lines/LineSegments2.js +426 -0
  165. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  166. package/examples/jsm/lines/Wireframe.js +108 -0
  167. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  168. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/examples/jsm/loaders/3DMLoader.js +1836 -0
  172. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  173. package/examples/jsm/loaders/AMFLoader.js +541 -0
  174. package/examples/jsm/loaders/BVHLoader.js +484 -0
  175. package/examples/jsm/loaders/ColladaLoader.js +153 -0
  176. package/examples/jsm/loaders/DDSLoader.js +385 -0
  177. package/examples/jsm/loaders/DRACOLoader.js +739 -0
  178. package/examples/jsm/loaders/EXRLoader.js +3423 -0
  179. package/examples/jsm/loaders/FBXLoader.js +4580 -0
  180. package/examples/jsm/loaders/FontLoader.js +260 -0
  181. package/examples/jsm/loaders/GCodeLoader.js +318 -0
  182. package/examples/jsm/loaders/GLTFLoader.js +4860 -0
  183. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  184. package/examples/jsm/loaders/HDRLoader.js +485 -0
  185. package/examples/jsm/loaders/IESLoader.js +379 -0
  186. package/examples/jsm/loaders/KMZLoader.js +163 -0
  187. package/examples/jsm/loaders/KTX2Loader.js +1257 -0
  188. package/examples/jsm/loaders/KTXLoader.js +197 -0
  189. package/examples/jsm/loaders/LDrawLoader.js +2510 -0
  190. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  191. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  192. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  193. package/examples/jsm/loaders/LWOLoader.js +1047 -0
  194. package/examples/jsm/loaders/LottieLoader.js +130 -0
  195. package/examples/jsm/loaders/MD2Loader.js +435 -0
  196. package/examples/jsm/loaders/MDDLoader.js +147 -0
  197. package/examples/jsm/loaders/MTLLoader.js +593 -0
  198. package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
  199. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  200. package/examples/jsm/loaders/OBJLoader.js +955 -0
  201. package/examples/jsm/loaders/PCDLoader.js +620 -0
  202. package/examples/jsm/loaders/PDBLoader.js +272 -0
  203. package/examples/jsm/loaders/PLYLoader.js +805 -0
  204. package/examples/jsm/loaders/PVRLoader.js +270 -0
  205. package/examples/jsm/loaders/RGBELoader.js +18 -0
  206. package/examples/jsm/loaders/STLLoader.js +421 -0
  207. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  208. package/examples/jsm/loaders/TDSLoader.js +1142 -0
  209. package/examples/jsm/loaders/TGALoader.js +538 -0
  210. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  211. package/examples/jsm/loaders/TTFLoader.js +261 -0
  212. package/examples/jsm/loaders/USDLoader.js +279 -0
  213. package/examples/jsm/loaders/USDZLoader.js +16 -0
  214. package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
  215. package/examples/jsm/loaders/VOXLoader.js +919 -0
  216. package/examples/jsm/loaders/VRMLLoader.js +3646 -0
  217. package/examples/jsm/loaders/VTKLoader.js +1293 -0
  218. package/examples/jsm/loaders/XYZLoader.js +143 -0
  219. package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
  220. package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
  221. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  222. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  223. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  224. package/examples/jsm/loaders/usd/USDAParser.js +828 -0
  225. package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
  226. package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
  227. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  228. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  229. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  230. package/examples/jsm/math/Capsule.js +159 -0
  231. package/examples/jsm/math/ColorConverter.js +58 -0
  232. package/examples/jsm/math/ColorSpaces.js +147 -0
  233. package/examples/jsm/math/ConvexHull.js +1695 -0
  234. package/examples/jsm/math/ImprovedNoise.js +88 -0
  235. package/examples/jsm/math/Lut.js +317 -0
  236. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  237. package/examples/jsm/math/OBB.js +535 -0
  238. package/examples/jsm/math/Octree.js +822 -0
  239. package/examples/jsm/math/SimplexNoise.js +470 -0
  240. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  241. package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
  242. package/examples/jsm/misc/Gyroscope.js +78 -0
  243. package/examples/jsm/misc/MD2Character.js +391 -0
  244. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  245. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  246. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  247. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  248. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  249. package/examples/jsm/misc/RollerCoaster.js +661 -0
  250. package/examples/jsm/misc/TubePainter.js +599 -0
  251. package/examples/jsm/misc/Volume.js +520 -0
  252. package/examples/jsm/misc/VolumeSlice.js +275 -0
  253. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  254. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  255. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  256. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  257. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  258. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  259. package/examples/jsm/objects/Lensflare.js +489 -0
  260. package/examples/jsm/objects/LensflareMesh.js +376 -0
  261. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  262. package/examples/jsm/objects/Reflector.js +386 -0
  263. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  264. package/examples/jsm/objects/Refractor.js +389 -0
  265. package/examples/jsm/objects/ShadowMesh.js +130 -0
  266. package/examples/jsm/objects/Sky.js +321 -0
  267. package/examples/jsm/objects/SkyMesh.js +377 -0
  268. package/examples/jsm/objects/Water.js +374 -0
  269. package/examples/jsm/objects/Water2.js +403 -0
  270. package/examples/jsm/objects/Water2Mesh.js +199 -0
  271. package/examples/jsm/objects/WaterMesh.js +194 -0
  272. package/examples/jsm/offscreen/jank.js +45 -0
  273. package/examples/jsm/offscreen/offscreen.js +8 -0
  274. package/examples/jsm/offscreen/scene.js +86 -0
  275. package/examples/jsm/physics/AmmoPhysics.js +359 -0
  276. package/examples/jsm/physics/JoltPhysics.js +334 -0
  277. package/examples/jsm/physics/RapierPhysics.js +436 -0
  278. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  279. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  280. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  281. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  282. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  283. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  284. package/examples/jsm/postprocessing/EffectComposer.js +365 -0
  285. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  286. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  287. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  288. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  289. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  290. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  291. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  292. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  293. package/examples/jsm/postprocessing/OutputPass.js +148 -0
  294. package/examples/jsm/postprocessing/Pass.js +191 -0
  295. package/examples/jsm/postprocessing/RenderPass.js +193 -0
  296. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  297. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  298. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  299. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  300. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  301. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  302. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  303. package/examples/jsm/postprocessing/SavePass.js +132 -0
  304. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  305. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  306. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  307. package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
  308. package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
  309. package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
  310. package/examples/jsm/renderers/Projector.js +1154 -0
  311. package/examples/jsm/renderers/SVGRenderer.js +799 -0
  312. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  313. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  314. package/examples/jsm/shaders/BasicShader.js +36 -0
  315. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  316. package/examples/jsm/shaders/BlendShader.js +56 -0
  317. package/examples/jsm/shaders/BokehShader.js +151 -0
  318. package/examples/jsm/shaders/BokehShader2.js +404 -0
  319. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  320. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  321. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  322. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  323. package/examples/jsm/shaders/CopyShader.js +52 -0
  324. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  325. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  326. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  327. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  328. package/examples/jsm/shaders/ExposureShader.js +51 -0
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  1182. package/src/utils.js +493 -0
@@ -0,0 +1,2783 @@
1
+ import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
2
+ import Backend from '../common/Backend.js';
3
+ import { getCacheKey } from '../common/RenderContext.js';
4
+
5
+ import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
6
+ import WebGLState from './utils/WebGLState.js';
7
+ import WebGLUtils from './utils/WebGLUtils.js';
8
+ import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
9
+ import WebGLExtensions from './utils/WebGLExtensions.js';
10
+ import WebGLCapabilities from './utils/WebGLCapabilities.js';
11
+ import { GLFeatureName } from './utils/WebGLConstants.js';
12
+ import { WebGLBufferRenderer } from './WebGLBufferRenderer.js';
13
+
14
+ import { isTypedArray, warnOnce, warn, error } from '../../utils.js';
15
+ import { WebGLCoordinateSystem, TimestampQuery, Compatibility } from '../../constants.js';
16
+ import WebGLTimestampQueryPool from './utils/WebGLTimestampQueryPool.js';
17
+
18
+ /**
19
+ * A backend implementation targeting WebGL 2.
20
+ *
21
+ * @private
22
+ * @augments Backend
23
+ */
24
+ class WebGLBackend extends Backend {
25
+
26
+ /**
27
+ * WebGLBackend options.
28
+ *
29
+ * @typedef {Object} WebGLBackend~Options
30
+ * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
31
+ * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
32
+ * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
33
+ * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
34
+ * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
35
+ * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
36
+ * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
37
+ * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
38
+ * @property {WebGL2RenderingContext} [context=undefined] - A WebGL 2 rendering context.
39
+ */
40
+
41
+ /**
42
+ * Constructs a new WebGPU backend.
43
+ *
44
+ * @param {WebGLBackend~Options} [parameters] - The configuration parameter.
45
+ */
46
+ constructor( parameters = {} ) {
47
+
48
+ super( parameters );
49
+
50
+ /**
51
+ * This flag can be used for type testing.
52
+ *
53
+ * @type {boolean}
54
+ * @readonly
55
+ * @default true
56
+ */
57
+ this.isWebGLBackend = true;
58
+
59
+ /**
60
+ * A reference to a backend module holding shader attribute-related
61
+ * utility functions.
62
+ *
63
+ * @type {?WebGLAttributeUtils}
64
+ * @default null
65
+ */
66
+ this.attributeUtils = null;
67
+
68
+ /**
69
+ * A reference to a backend module holding extension-related
70
+ * utility functions.
71
+ *
72
+ * @type {?WebGLExtensions}
73
+ * @default null
74
+ */
75
+ this.extensions = null;
76
+
77
+ /**
78
+ * A reference to a backend module holding capability-related
79
+ * utility functions.
80
+ *
81
+ * @type {?WebGLCapabilities}
82
+ * @default null
83
+ */
84
+ this.capabilities = null;
85
+
86
+ /**
87
+ * A reference to a backend module holding texture-related
88
+ * utility functions.
89
+ *
90
+ * @type {?WebGLTextureUtils}
91
+ * @default null
92
+ */
93
+ this.textureUtils = null;
94
+
95
+ /**
96
+ * A reference to a backend module holding renderer-related
97
+ * utility functions.
98
+ *
99
+ * @type {?WebGLBufferRenderer}
100
+ * @default null
101
+ */
102
+ this.bufferRenderer = null;
103
+
104
+ /**
105
+ * A reference to the rendering context.
106
+ *
107
+ * @type {?WebGL2RenderingContext}
108
+ * @default null
109
+ */
110
+ this.gl = null;
111
+
112
+ /**
113
+ * A reference to a backend module holding state-related
114
+ * utility functions.
115
+ *
116
+ * @type {?WebGLState}
117
+ * @default null
118
+ */
119
+ this.state = null;
120
+
121
+ /**
122
+ * A reference to a backend module holding common
123
+ * utility functions.
124
+ *
125
+ * @type {?WebGLUtils}
126
+ * @default null
127
+ */
128
+ this.utils = null;
129
+
130
+ /**
131
+ * Dictionary for caching VAOs.
132
+ *
133
+ * @type {Object<string,WebGLVertexArrayObject>}
134
+ */
135
+ this.vaoCache = {};
136
+
137
+ /**
138
+ * Dictionary for caching transform feedback objects.
139
+ *
140
+ * @type {Object<string,WebGLTransformFeedback>}
141
+ */
142
+ this.transformFeedbackCache = {};
143
+
144
+ /**
145
+ * Controls if `gl.RASTERIZER_DISCARD` should be enabled or not.
146
+ * Only relevant when using compute shaders.
147
+ *
148
+ * @type {boolean}
149
+ * @default false
150
+ */
151
+ this.discard = false;
152
+
153
+ /**
154
+ * A reference to the `EXT_disjoint_timer_query_webgl2` extension. `null` if the
155
+ * device does not support the extension.
156
+ *
157
+ * @type {?EXTDisjointTimerQueryWebGL2}
158
+ * @default null
159
+ */
160
+ this.disjoint = null;
161
+
162
+ /**
163
+ * A reference to the `KHR_parallel_shader_compile` extension. `null` if the
164
+ * device does not support the extension.
165
+ *
166
+ * @type {?KHRParallelShaderCompile}
167
+ * @default null
168
+ */
169
+ this.parallel = null;
170
+
171
+ /**
172
+ * A reference to the current render context.
173
+ *
174
+ * @private
175
+ * @type {RenderContext}
176
+ * @default null
177
+ */
178
+ this._currentContext = null;
179
+
180
+ /**
181
+ * A unique collection of bindings.
182
+ *
183
+ * @private
184
+ * @type {WeakSet<Array<BindGroup>>}
185
+ */
186
+ this._knownBindings = new WeakSet();
187
+
188
+ /**
189
+ * Whether the device supports framebuffers invalidation or not.
190
+ *
191
+ * @private
192
+ * @type {boolean}
193
+ */
194
+ this._supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );
195
+
196
+ /**
197
+ * The target framebuffer when rendering with
198
+ * the WebXR device API.
199
+ *
200
+ * @private
201
+ * @type {?WebGLFramebuffer}
202
+ * @default null
203
+ */
204
+ this._xrFramebuffer = null;
205
+
206
+ }
207
+
208
+ /**
209
+ * Initializes the backend so it is ready for usage.
210
+ *
211
+ * @param {Renderer} renderer - The renderer.
212
+ */
213
+ init( renderer ) {
214
+
215
+ super.init( renderer );
216
+
217
+ //
218
+
219
+ const parameters = this.parameters;
220
+
221
+ const contextAttributes = {
222
+ antialias: renderer.currentSamples > 0,
223
+ alpha: true, // always true for performance reasons
224
+ depth: renderer.depth,
225
+ stencil: renderer.stencil
226
+ };
227
+
228
+ const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2', contextAttributes );
229
+
230
+ function onContextLost( event ) {
231
+
232
+ event.preventDefault();
233
+
234
+ const contextLossInfo = {
235
+ api: 'WebGL',
236
+ message: event.statusMessage || 'Unknown reason',
237
+ reason: null,
238
+ originalEvent: event
239
+ };
240
+
241
+ renderer.onDeviceLost( contextLossInfo );
242
+
243
+ }
244
+
245
+ this._onContextLost = onContextLost;
246
+
247
+ renderer.domElement.addEventListener( 'webglcontextlost', onContextLost, false );
248
+
249
+ this.gl = glContext;
250
+
251
+ this.extensions = new WebGLExtensions( this );
252
+ this.capabilities = new WebGLCapabilities( this );
253
+ this.attributeUtils = new WebGLAttributeUtils( this );
254
+ this.textureUtils = new WebGLTextureUtils( this );
255
+ this.bufferRenderer = new WebGLBufferRenderer( this );
256
+
257
+ this.state = new WebGLState( this );
258
+ this.utils = new WebGLUtils( this );
259
+
260
+ this.extensions.get( 'EXT_color_buffer_float' );
261
+ this.extensions.get( 'WEBGL_clip_cull_distance' );
262
+ this.extensions.get( 'OES_texture_float_linear' );
263
+ this.extensions.get( 'EXT_color_buffer_half_float' );
264
+ this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
265
+ this.extensions.get( 'WEBGL_render_shared_exponent' );
266
+ this.extensions.get( 'WEBGL_multi_draw' );
267
+ this.extensions.get( 'OVR_multiview2' );
268
+ this.extensions.get( 'EXT_clip_control' );
269
+
270
+ this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
271
+ this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
272
+ this.drawBuffersIndexedExt = this.extensions.get( 'OES_draw_buffers_indexed' );
273
+
274
+ if ( parameters.reversedDepthBuffer ) {
275
+
276
+ if ( this.extensions.has( 'EXT_clip_control' ) ) {
277
+
278
+ renderer.reversedDepthBuffer = true;
279
+
280
+ } else {
281
+
282
+ warn( 'WebGPURenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.' );
283
+
284
+ renderer.reversedDepthBuffer = false;
285
+
286
+ }
287
+
288
+ }
289
+
290
+ if ( renderer.reversedDepthBuffer ) {
291
+
292
+ this.state.setReversedDepth( true );
293
+
294
+ }
295
+
296
+ }
297
+
298
+ /**
299
+ * The coordinate system of the backend.
300
+ *
301
+ * @type {number}
302
+ * @readonly
303
+ */
304
+ get coordinateSystem() {
305
+
306
+ return WebGLCoordinateSystem;
307
+
308
+ }
309
+
310
+ /**
311
+ * This method performs a readback operation by moving buffer data from
312
+ * a storage buffer attribute from the GPU to the CPU. ReadbackBuffer can
313
+ * be used to retain and reuse handles to the intermediate buffers and prevent
314
+ * new allocation.
315
+ *
316
+ * @async
317
+ * @param {BufferAttribute} attribute - The storage buffer attribute to read frm.
318
+ * @param {ReadbackBuffer|ArrayBuffer} target - The storage buffer attribute.
319
+ * @param {number} offset - The storage buffer attribute.
320
+ * @param {number} count - The offset from which to start reading the
321
+ * @return {Promise<ArrayBuffer|ReadbackBuffer>} A promise that resolves with the buffer data when the data are ready.
322
+ */
323
+ async getArrayBufferAsync( attribute, target = null, offset = 0, count = - 1 ) {
324
+
325
+ return await this.attributeUtils.getArrayBufferAsync( attribute, target, offset, count );
326
+
327
+ }
328
+
329
+ /**
330
+ * Ensures the backend is XR compatible.
331
+ *
332
+ * @async
333
+ * @return {Promise} A Promise that resolve when the renderer is XR compatible.
334
+ */
335
+ async makeXRCompatible() {
336
+
337
+ const attributes = this.gl.getContextAttributes();
338
+
339
+ if ( attributes.xrCompatible !== true ) {
340
+
341
+ await this.gl.makeXRCompatible();
342
+
343
+ }
344
+
345
+ }
346
+ /**
347
+ * Sets the XR rendering destination.
348
+ *
349
+ * @param {WebGLFramebuffer} xrFramebuffer - The XR framebuffer.
350
+ */
351
+ setXRTarget( xrFramebuffer ) {
352
+
353
+ this._xrFramebuffer = xrFramebuffer;
354
+
355
+ }
356
+
357
+ /**
358
+ * Configures the given XR render target with external textures.
359
+ *
360
+ * This method is only relevant when using the WebXR Layers API.
361
+ *
362
+ * @param {XRRenderTarget} renderTarget - The XR render target.
363
+ * @param {WebGLTexture} colorTexture - A native color texture.
364
+ * @param {?WebGLTexture} [depthTexture=null] - A native depth texture.
365
+ */
366
+ setXRRenderTargetTextures( renderTarget, colorTexture, depthTexture = null ) {
367
+
368
+ const gl = this.gl;
369
+
370
+ this.set( renderTarget.texture, { textureGPU: colorTexture, glInternalFormat: gl.RGBA8 } ); // see #24698 why RGBA8 and not SRGB8_ALPHA8 is used
371
+
372
+ if ( depthTexture !== null ) {
373
+
374
+ const glInternalFormat = renderTarget.stencilBuffer ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
375
+
376
+ this.set( renderTarget.depthTexture, { textureGPU: depthTexture, glInternalFormat: glInternalFormat } );
377
+
378
+ // The multisample_render_to_texture extension doesn't work properly if there
379
+ // are midframe flushes and an external depth texture.
380
+ if ( ( this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) && renderTarget._autoAllocateDepthBuffer === true && renderTarget.multiview === false ) {
381
+
382
+ warn( 'WebGLBackend: Render-to-texture extension was disabled because an external texture was provided' );
383
+
384
+ }
385
+
386
+ renderTarget._autoAllocateDepthBuffer = false;
387
+
388
+ }
389
+
390
+ }
391
+
392
+ /**
393
+ * Inits a time stamp query for the given render context.
394
+ *
395
+ * @param {string} type - The type of the timestamp query.
396
+ * @param {string} uid - A unique identifier for the timestamp query.
397
+ */
398
+ initTimestampQuery( type, uid ) {
399
+
400
+ if ( ! this.disjoint || ! this.trackTimestamp ) return;
401
+
402
+ if ( ! this.timestampQueryPool[ type ] ) {
403
+
404
+ // TODO: Variable maxQueries?
405
+ this.timestampQueryPool[ type ] = new WebGLTimestampQueryPool( this.gl, type, 2048 );
406
+
407
+ }
408
+
409
+ const timestampQueryPool = this.timestampQueryPool[ type ];
410
+
411
+ const baseOffset = timestampQueryPool.allocateQueriesForContext( uid );
412
+
413
+ if ( baseOffset !== null ) {
414
+
415
+ timestampQueryPool.beginQuery( uid );
416
+
417
+ }
418
+
419
+ }
420
+
421
+ // timestamp utils
422
+
423
+ /**
424
+ * Prepares the timestamp buffer.
425
+ *
426
+ * @param {string} type - The type of the timestamp query.
427
+ * @param {string} uid - A unique identifier for the timestamp query.
428
+ */
429
+ prepareTimestampBuffer( type, uid ) {
430
+
431
+ if ( ! this.disjoint || ! this.trackTimestamp ) return;
432
+
433
+ const timestampQueryPool = this.timestampQueryPool[ type ];
434
+
435
+ timestampQueryPool.endQuery( uid );
436
+
437
+ }
438
+
439
+
440
+ /**
441
+ * Returns the backend's rendering context.
442
+ *
443
+ * @return {WebGL2RenderingContext} The rendering context.
444
+ */
445
+ getContext() {
446
+
447
+ return this.gl;
448
+
449
+ }
450
+
451
+ /**
452
+ * This method is executed at the beginning of a render call and prepares
453
+ * the WebGL state for upcoming render calls
454
+ *
455
+ * @param {RenderContext} renderContext - The render context.
456
+ */
457
+ beginRender( renderContext ) {
458
+
459
+ const { state } = this;
460
+ const renderContextData = this.get( renderContext );
461
+
462
+ //
463
+
464
+ if ( renderContext.viewport ) {
465
+
466
+ this.updateViewport( renderContext );
467
+
468
+ } else {
469
+
470
+ const { width, height } = this.getDrawingBufferSize();
471
+ state.viewport( 0, 0, width, height );
472
+
473
+ }
474
+
475
+ if ( renderContext.scissor ) {
476
+
477
+ this.updateScissor( renderContext );
478
+
479
+ } else {
480
+
481
+ const { width, height } = this.getDrawingBufferSize();
482
+ state.scissor( 0, 0, width, height );
483
+
484
+ }
485
+
486
+ //
487
+
488
+ this.initTimestampQuery( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );
489
+
490
+ renderContextData.previousContext = this._currentContext;
491
+ this._currentContext = renderContext;
492
+
493
+ this._setFramebuffer( renderContext );
494
+ this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
495
+
496
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
497
+
498
+ if ( occlusionQueryCount > 0 ) {
499
+
500
+ // Get a reference to the array of objects with queries. The renderContextData property
501
+ // can be changed by another render pass before the async reading of all previous queries complete
502
+ renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
503
+ renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
504
+
505
+ renderContextData.lastOcclusionObject = null;
506
+ renderContextData.occlusionQueries = new Array( occlusionQueryCount );
507
+ renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
508
+ renderContextData.occlusionQueryIndex = 0;
509
+
510
+ }
511
+
512
+ }
513
+
514
+ /**
515
+ * This method is executed at the end of a render call and finalizes work
516
+ * after draw calls.
517
+ *
518
+ * @param {RenderContext} renderContext - The render context.
519
+ */
520
+ finishRender( renderContext ) {
521
+
522
+ const { gl, state } = this;
523
+ const renderContextData = this.get( renderContext );
524
+ const previousContext = renderContextData.previousContext;
525
+
526
+ state.resetVertexState();
527
+
528
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
529
+
530
+ if ( occlusionQueryCount > 0 ) {
531
+
532
+ if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
533
+
534
+ gl.endQuery( gl.ANY_SAMPLES_PASSED );
535
+
536
+ }
537
+
538
+ this.resolveOccludedAsync( renderContext );
539
+
540
+ }
541
+
542
+ const textures = renderContext.textures;
543
+
544
+ if ( textures !== null ) {
545
+
546
+ for ( let i = 0; i < textures.length; i ++ ) {
547
+
548
+ const texture = textures[ i ];
549
+
550
+ if ( texture.generateMipmaps ) {
551
+
552
+ this.generateMipmaps( texture );
553
+
554
+ }
555
+
556
+ }
557
+
558
+ }
559
+
560
+ this._currentContext = previousContext;
561
+
562
+ this._resolveRenderTarget( renderContext );
563
+
564
+ if ( previousContext !== null ) {
565
+
566
+ this._setFramebuffer( previousContext );
567
+
568
+ if ( previousContext.viewport ) {
569
+
570
+ this.updateViewport( previousContext );
571
+
572
+ } else {
573
+
574
+ const { width, height } = this.getDrawingBufferSize();
575
+ state.viewport( 0, 0, width, height );
576
+
577
+ }
578
+
579
+ if ( previousContext.scissor ) {
580
+
581
+ this.updateScissor( previousContext );
582
+
583
+ } else {
584
+
585
+ const { width, height } = this.getDrawingBufferSize();
586
+ state.scissor( 0, 0, width, height );
587
+
588
+ }
589
+
590
+ }
591
+
592
+ this.prepareTimestampBuffer( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );
593
+
594
+ }
595
+
596
+ /**
597
+ * This method processes the result of occlusion queries and writes it
598
+ * into render context data.
599
+ *
600
+ * @async
601
+ * @param {RenderContext} renderContext - The render context.
602
+ */
603
+ resolveOccludedAsync( renderContext ) {
604
+
605
+ const renderContextData = this.get( renderContext );
606
+
607
+ // handle occlusion query results
608
+
609
+ const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
610
+
611
+ if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
612
+
613
+ const occluded = new WeakSet();
614
+ const { gl } = this;
615
+
616
+ renderContextData.currentOcclusionQueryObjects = null;
617
+ renderContextData.currentOcclusionQueries = null;
618
+
619
+ const check = () => {
620
+
621
+ let completed = 0;
622
+
623
+ // check all queries and requeue as appropriate
624
+ for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
625
+
626
+ const query = currentOcclusionQueries[ i ];
627
+
628
+ if ( query === null ) continue;
629
+
630
+ if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
631
+
632
+ if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) === 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
633
+
634
+ currentOcclusionQueries[ i ] = null;
635
+ gl.deleteQuery( query );
636
+
637
+ completed ++;
638
+
639
+ }
640
+
641
+ }
642
+
643
+ if ( completed < currentOcclusionQueries.length ) {
644
+
645
+ requestAnimationFrame( check );
646
+
647
+ } else {
648
+
649
+ renderContextData.occluded = occluded;
650
+
651
+ }
652
+
653
+ };
654
+
655
+ check();
656
+
657
+ }
658
+
659
+ }
660
+
661
+ /**
662
+ * Returns `true` if the given 3D object is fully occluded by other
663
+ * 3D objects in the scene.
664
+ *
665
+ * @param {RenderContext} renderContext - The render context.
666
+ * @param {Object3D} object - The 3D object to test.
667
+ * @return {boolean} Whether the 3D object is fully occluded or not.
668
+ */
669
+ isOccluded( renderContext, object ) {
670
+
671
+ const renderContextData = this.get( renderContext );
672
+
673
+ return renderContextData.occluded && renderContextData.occluded.has( object );
674
+
675
+ }
676
+
677
+ /**
678
+ * Updates the viewport with the values from the given render context.
679
+ *
680
+ * @param {RenderContext} renderContext - The render context.
681
+ */
682
+ updateViewport( renderContext ) {
683
+
684
+ const { state } = this;
685
+ const { x, y, width, height } = renderContext.viewportValue;
686
+
687
+ state.viewport( x, renderContext.height - height - y, width, height );
688
+
689
+ }
690
+
691
+ /**
692
+ * Updates the scissor with the values from the given render context.
693
+ *
694
+ * @param {RenderContext} renderContext - The render context.
695
+ */
696
+ updateScissor( renderContext ) {
697
+
698
+ const { state } = this;
699
+ const { x, y, width, height } = renderContext.scissorValue;
700
+
701
+ state.scissor( x, renderContext.height - height - y, width, height );
702
+
703
+ }
704
+
705
+ /**
706
+ * Defines the scissor test.
707
+ *
708
+ * @param {boolean} boolean - Whether the scissor test should be enabled or not.
709
+ */
710
+ setScissorTest( boolean ) {
711
+
712
+ const state = this.state;
713
+
714
+ state.setScissorTest( boolean );
715
+
716
+ }
717
+
718
+ /**
719
+ * Returns the clear color and alpha into a single
720
+ * color object.
721
+ *
722
+ * @return {Color4} The clear color.
723
+ */
724
+ getClearColor() {
725
+
726
+ const clearColor = super.getClearColor();
727
+
728
+ // Since the canvas is always created with alpha: true,
729
+ // WebGL must always premultiply the clear color.
730
+
731
+ clearColor.r *= clearColor.a;
732
+ clearColor.g *= clearColor.a;
733
+ clearColor.b *= clearColor.a;
734
+
735
+ return clearColor;
736
+
737
+ }
738
+
739
+ /**
740
+ * Performs a clear operation.
741
+ *
742
+ * @param {boolean} color - Whether the color buffer should be cleared or not.
743
+ * @param {boolean} depth - Whether the depth buffer should be cleared or not.
744
+ * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
745
+ * @param {?Object} [descriptor=null] - The render context of the current set render target.
746
+ * @param {boolean} [setFrameBuffer=true] - Controls whether the intermediate framebuffer should be set or not.
747
+ * @param {boolean} [resolveRenderTarget=true] - Controls whether an active render target should be resolved
748
+ * or not. Only relevant for explicit clears.
749
+ */
750
+ clear( color, depth, stencil, descriptor = null, setFrameBuffer = true, resolveRenderTarget = true ) {
751
+
752
+ const { gl, renderer } = this;
753
+
754
+ if ( descriptor === null ) {
755
+
756
+ const clearColor = this.getClearColor();
757
+
758
+ descriptor = {
759
+ textures: null,
760
+ clearColorValue: clearColor
761
+ };
762
+
763
+ }
764
+
765
+ //
766
+
767
+ let clear = 0;
768
+
769
+ if ( color ) clear |= gl.COLOR_BUFFER_BIT;
770
+ if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
771
+ if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
772
+
773
+ if ( clear !== 0 ) {
774
+
775
+ let clearColor;
776
+
777
+ if ( descriptor.clearColorValue ) {
778
+
779
+ clearColor = descriptor.clearColorValue;
780
+
781
+ } else {
782
+
783
+ clearColor = this.getClearColor();
784
+
785
+ }
786
+
787
+ const clearDepth = renderer.getClearDepth();
788
+ const clearStencil = renderer.getClearStencil();
789
+
790
+ if ( depth ) this.state.setDepthMask( true );
791
+
792
+ if ( descriptor.textures === null ) {
793
+
794
+ gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
795
+ gl.clear( clear );
796
+
797
+ } else {
798
+
799
+ if ( setFrameBuffer ) this._setFramebuffer( descriptor );
800
+
801
+ if ( color ) {
802
+
803
+ for ( let i = 0; i < descriptor.textures.length; i ++ ) {
804
+
805
+ if ( i === 0 ) {
806
+
807
+ gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
808
+
809
+ } else {
810
+
811
+ gl.clearBufferfv( gl.COLOR, i, [ 0, 0, 0, 1 ] );
812
+
813
+ }
814
+
815
+ }
816
+
817
+ }
818
+
819
+ if ( depth && stencil ) {
820
+
821
+ gl.clearBufferfi( gl.DEPTH_STENCIL, 0, clearDepth, clearStencil );
822
+
823
+ } else if ( depth ) {
824
+
825
+ gl.clearBufferfv( gl.DEPTH, 0, [ clearDepth ] );
826
+
827
+ } else if ( stencil ) {
828
+
829
+ gl.clearBufferiv( gl.STENCIL, 0, [ clearStencil ] );
830
+
831
+ }
832
+
833
+ if ( setFrameBuffer && resolveRenderTarget ) this._resolveRenderTarget( descriptor );
834
+
835
+ }
836
+
837
+ }
838
+
839
+ }
840
+
841
+ /**
842
+ * This method is executed at the beginning of a compute call and
843
+ * prepares the state for upcoming compute tasks.
844
+ *
845
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
846
+ */
847
+ beginCompute( computeGroup ) {
848
+
849
+ const { state, gl } = this;
850
+
851
+ //
852
+
853
+ state.bindFramebuffer( gl.FRAMEBUFFER, null );
854
+ this.initTimestampQuery( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );
855
+
856
+ }
857
+
858
+ /**
859
+ * Executes a compute command for the given compute node.
860
+ *
861
+ * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
862
+ * @param {Node} computeNode - The compute node.
863
+ * @param {Array<BindGroup>} bindings - The bindings.
864
+ * @param {ComputePipeline} pipeline - The compute pipeline.
865
+ * @param {?number} [count=null] - The count of compute invocations. If `null`, the count is determined by the compute node.
866
+ */
867
+ compute( computeGroup, computeNode, bindings, pipeline, count = null ) {
868
+
869
+ const { state, gl } = this;
870
+
871
+ if ( this.discard === false ) {
872
+
873
+ // required here to handle async behaviour of render.compute()
874
+ state.enable( gl.RASTERIZER_DISCARD );
875
+ this.discard = true;
876
+
877
+ }
878
+
879
+ const { programGPU, transformBuffers, attributes } = this.get( pipeline );
880
+
881
+ const vaoKey = this._getVaoKey( attributes );
882
+
883
+ const vaoGPU = this.vaoCache[ vaoKey ];
884
+
885
+ if ( vaoGPU === undefined ) {
886
+
887
+ this.vaoCache[ vaoKey ] = this._createVao( attributes );
888
+
889
+ } else {
890
+
891
+ state.setVertexState( vaoGPU );
892
+
893
+ }
894
+
895
+ state.useProgram( programGPU );
896
+
897
+ this._bindUniforms( bindings );
898
+
899
+ const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
900
+
901
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
902
+ gl.beginTransformFeedback( gl.POINTS );
903
+
904
+ count = ( count !== null ) ? count : computeNode.count;
905
+
906
+ if ( Array.isArray( count ) ) {
907
+
908
+ warnOnce( 'WebGLBackend.compute(): The count parameter must be a single number, not an array.' );
909
+
910
+ count = count[ 0 ];
911
+
912
+ } else if ( count && typeof count === 'object' && count.isIndirectStorageBufferAttribute ) {
913
+
914
+ warnOnce( 'WebGLBackend.compute(): The count parameter must be a single number, not IndirectStorageBufferAttribute' );
915
+
916
+ count = computeNode.count;
917
+
918
+ }
919
+
920
+ if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
921
+
922
+ gl.drawArraysInstanced( gl.POINTS, 0, 1, count );
923
+
924
+ } else {
925
+
926
+ gl.drawArrays( gl.POINTS, 0, count );
927
+
928
+ }
929
+
930
+ gl.endTransformFeedback();
931
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
932
+
933
+ // switch active buffers
934
+
935
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
936
+
937
+ const dualAttributeData = transformBuffers[ i ];
938
+
939
+ if ( dualAttributeData.pbo && this.has( dualAttributeData.pbo ) ) {
940
+
941
+ this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
942
+
943
+ }
944
+
945
+ dualAttributeData.switchBuffers();
946
+
947
+
948
+ }
949
+
950
+ }
951
+
952
+ /**
953
+ * This method is executed at the end of a compute call and
954
+ * finalizes work after compute tasks.
955
+ *
956
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
957
+ */
958
+ finishCompute( computeGroup ) {
959
+
960
+ const { state, gl } = this;
961
+
962
+ this.discard = false;
963
+
964
+ state.disable( gl.RASTERIZER_DISCARD );
965
+
966
+ this.prepareTimestampBuffer( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );
967
+
968
+ if ( this._currentContext ) {
969
+
970
+ this._setFramebuffer( this._currentContext );
971
+
972
+ }
973
+
974
+ }
975
+
976
+ /**
977
+ * Internal to determine if the current render target is a render target array with depth 2D array texture.
978
+ *
979
+ * @param {RenderContext} renderContext - The render context.
980
+ * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
981
+ *
982
+ * @private
983
+ */
984
+ _isRenderCameraDepthArray( renderContext ) {
985
+
986
+ return renderContext.depthTexture && renderContext.depthTexture.isArrayTexture && renderContext.camera.isArrayCamera;
987
+
988
+ }
989
+
990
+ /**
991
+ * Internal draw function.
992
+ *
993
+ * @private
994
+ * @param {Object3D} object - The object to render.
995
+ * @param {WebGLBufferRenderer} renderer - The internal renderer.
996
+ * @param {number} firstVertex - The first vertex to render.
997
+ * @param {number} vertexCount - The vertex count.
998
+ * @param {number} instanceCount - The intance count.
999
+ * @param {WebGLProgram} programGPU - The raw WebGL shader program.
1000
+ */
1001
+ _draw( object, renderer, firstVertex, vertexCount, instanceCount, programGPU ) {
1002
+
1003
+ if ( object.isBatchedMesh ) {
1004
+
1005
+ if ( this.hasFeature( 'WEBGL_multi_draw' ) === false ) {
1006
+
1007
+ const { gl } = this;
1008
+
1009
+ const drawIdLocation = gl.getUniformLocation( programGPU, 'nodeUniformDrawId' );
1010
+
1011
+ const starts = object._multiDrawStarts;
1012
+ const counts = object._multiDrawCounts;
1013
+ const drawCount = object._multiDrawCount;
1014
+
1015
+ for ( let i = 0; i < drawCount; i ++ ) {
1016
+
1017
+ gl.uniform1ui( drawIdLocation, i );
1018
+ renderer.render( starts[ i ], counts[ i ] );
1019
+
1020
+ }
1021
+
1022
+ } else {
1023
+
1024
+ renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
1025
+
1026
+ }
1027
+
1028
+ } else if ( instanceCount > 1 ) {
1029
+
1030
+ renderer.renderInstances( firstVertex, vertexCount, instanceCount );
1031
+
1032
+ } else {
1033
+
1034
+ renderer.render( firstVertex, vertexCount );
1035
+
1036
+ }
1037
+
1038
+ }
1039
+
1040
+ /**
1041
+ * Executes a draw command for the given render object.
1042
+ *
1043
+ * @param {RenderObject} renderObject - The render object to draw.
1044
+ * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
1045
+ */
1046
+ draw( renderObject/*, info*/ ) {
1047
+
1048
+ const { object, pipeline, material, context, hardwareClippingPlanes } = renderObject;
1049
+ const { programGPU } = this.get( pipeline );
1050
+
1051
+ const { gl, state } = this;
1052
+
1053
+ const contextData = this.get( context );
1054
+
1055
+ const drawParams = renderObject.getDrawParameters();
1056
+
1057
+ if ( drawParams === null ) return;
1058
+
1059
+ //
1060
+
1061
+ this._bindUniforms( renderObject.getBindings() );
1062
+
1063
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
1064
+
1065
+ state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
1066
+
1067
+ if ( context.mrt !== null && context.textures !== null ) {
1068
+
1069
+ state.setMRTBlending( context.textures, context.mrt, material );
1070
+
1071
+ }
1072
+
1073
+ state.useProgram( programGPU );
1074
+
1075
+ // vertex state
1076
+
1077
+ const attributes = renderObject.getAttributes();
1078
+ const attributesData = this.get( attributes );
1079
+
1080
+ let vaoGPU = attributesData.vaoGPU;
1081
+
1082
+ if ( vaoGPU === undefined ) {
1083
+
1084
+ const vaoKey = this._getVaoKey( attributes );
1085
+
1086
+ vaoGPU = this.vaoCache[ vaoKey ];
1087
+
1088
+ if ( vaoGPU === undefined ) {
1089
+
1090
+ vaoGPU = this._createVao( attributes );
1091
+
1092
+ this.vaoCache[ vaoKey ] = vaoGPU;
1093
+ attributesData.vaoGPU = vaoGPU;
1094
+
1095
+ }
1096
+
1097
+ }
1098
+
1099
+ const index = renderObject.getIndex();
1100
+ const indexGPU = ( index !== null ) ? this.get( index ).bufferGPU : null;
1101
+
1102
+ state.setVertexState( vaoGPU, indexGPU );
1103
+
1104
+ //
1105
+
1106
+ const lastObject = contextData.lastOcclusionObject;
1107
+
1108
+ if ( lastObject !== object && lastObject !== undefined ) {
1109
+
1110
+ if ( lastObject !== null && lastObject.occlusionTest === true ) {
1111
+
1112
+ gl.endQuery( gl.ANY_SAMPLES_PASSED );
1113
+
1114
+ contextData.occlusionQueryIndex ++;
1115
+
1116
+ }
1117
+
1118
+ if ( object.occlusionTest === true ) {
1119
+
1120
+ const query = gl.createQuery();
1121
+
1122
+ gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
1123
+
1124
+ contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
1125
+ contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
1126
+
1127
+ }
1128
+
1129
+ contextData.lastOcclusionObject = object;
1130
+
1131
+ }
1132
+
1133
+ //
1134
+ const renderer = this.bufferRenderer;
1135
+
1136
+ if ( object.isPoints ) renderer.mode = gl.POINTS;
1137
+ else if ( object.isLineSegments ) renderer.mode = gl.LINES;
1138
+ else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
1139
+ else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
1140
+ else {
1141
+
1142
+ if ( material.wireframe === true ) {
1143
+
1144
+ state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
1145
+ renderer.mode = gl.LINES;
1146
+
1147
+ } else {
1148
+
1149
+ renderer.mode = gl.TRIANGLES;
1150
+
1151
+ }
1152
+
1153
+ }
1154
+
1155
+ //
1156
+
1157
+ const { vertexCount, instanceCount } = drawParams;
1158
+ let { firstVertex } = drawParams;
1159
+
1160
+ renderer.object = object;
1161
+
1162
+ if ( index !== null ) {
1163
+
1164
+ firstVertex *= index.array.BYTES_PER_ELEMENT;
1165
+
1166
+ const indexData = this.get( index );
1167
+
1168
+ renderer.index = index.count;
1169
+ renderer.type = indexData.type;
1170
+
1171
+ } else {
1172
+
1173
+ renderer.index = 0;
1174
+
1175
+ }
1176
+
1177
+ if ( renderObject.camera.isArrayCamera === true && renderObject.camera.cameras.length > 0 && renderObject.camera.isMultiViewCamera === false ) {
1178
+
1179
+ const cameraData = this.get( renderObject.camera );
1180
+ const cameras = renderObject.camera.cameras;
1181
+ const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' ).bindings[ 0 ];
1182
+
1183
+ if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {
1184
+
1185
+ const data = new Uint32Array( [ 0, 0, 0, 0 ] );
1186
+ const indexesGPU = [];
1187
+
1188
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1189
+
1190
+ const bufferGPU = gl.createBuffer();
1191
+
1192
+ data[ 0 ] = i;
1193
+
1194
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1195
+ gl.bufferData( gl.UNIFORM_BUFFER, data, gl.STATIC_DRAW );
1196
+
1197
+ indexesGPU.push( bufferGPU );
1198
+
1199
+ }
1200
+
1201
+ cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this
1202
+
1203
+ }
1204
+
1205
+ let cameraIndexBufferIndex = 0;
1206
+
1207
+ bindingsSearch: for ( const bindGroup of renderObject.getBindings() ) {
1208
+
1209
+ for ( const binding of bindGroup.bindings ) {
1210
+
1211
+ if ( binding === cameraIndex ) break bindingsSearch;
1212
+
1213
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) cameraIndexBufferIndex ++;
1214
+
1215
+ }
1216
+
1217
+ }
1218
+
1219
+ const pixelRatio = this.renderer.getPixelRatio();
1220
+
1221
+ const renderTarget = this._currentContext.renderTarget;
1222
+ const isRenderCameraDepthArray = this._isRenderCameraDepthArray( this._currentContext );
1223
+ const prevActiveCubeFace = this._currentContext.activeCubeFace;
1224
+
1225
+ if ( isRenderCameraDepthArray ) {
1226
+
1227
+ // Clear the depth texture
1228
+ const textureData = this.get( renderTarget.depthTexture );
1229
+
1230
+ if ( textureData.clearedRenderId !== this.renderer._nodes.nodeFrame.renderId ) {
1231
+
1232
+ textureData.clearedRenderId = this.renderer._nodes.nodeFrame.renderId;
1233
+
1234
+ const { stencilBuffer } = renderTarget;
1235
+
1236
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1237
+
1238
+ this.renderer._activeCubeFace = i;
1239
+ this._currentContext.activeCubeFace = i;
1240
+
1241
+ this._setFramebuffer( this._currentContext );
1242
+ this.clear( false, true, stencilBuffer, this._currentContext, false, false );
1243
+
1244
+ }
1245
+
1246
+ this.renderer._activeCubeFace = prevActiveCubeFace;
1247
+ this._currentContext.activeCubeFace = prevActiveCubeFace;
1248
+
1249
+ }
1250
+
1251
+ }
1252
+
1253
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1254
+
1255
+ const subCamera = cameras[ i ];
1256
+
1257
+ if ( object.layers.test( subCamera.layers ) ) {
1258
+
1259
+ if ( isRenderCameraDepthArray ) {
1260
+
1261
+ // Update the active layer
1262
+ this.renderer._activeCubeFace = i;
1263
+ this._currentContext.activeCubeFace = i;
1264
+
1265
+ this._setFramebuffer( this._currentContext );
1266
+
1267
+ }
1268
+
1269
+ const vp = subCamera.viewport;
1270
+
1271
+ if ( vp !== undefined ) {
1272
+
1273
+ const x = vp.x * pixelRatio;
1274
+ const y = vp.y * pixelRatio;
1275
+ const width = vp.width * pixelRatio;
1276
+ const height = vp.height * pixelRatio;
1277
+
1278
+ state.viewport(
1279
+ Math.floor( x ),
1280
+ Math.floor( renderObject.context.height - height - y ),
1281
+ Math.floor( width ),
1282
+ Math.floor( height )
1283
+ );
1284
+
1285
+ }
1286
+
1287
+ state.bindBufferBase( gl.UNIFORM_BUFFER, cameraIndexBufferIndex, cameraData.indexesGPU[ i ] );
1288
+
1289
+ this._draw( object, renderer, firstVertex, vertexCount, instanceCount, programGPU );
1290
+
1291
+ }
1292
+
1293
+ this._currentContext.activeCubeFace = prevActiveCubeFace;
1294
+ this.renderer._activeCubeFace = prevActiveCubeFace;
1295
+
1296
+ }
1297
+
1298
+ } else {
1299
+
1300
+ this._draw( object, renderer, firstVertex, vertexCount, instanceCount, programGPU );
1301
+
1302
+ }
1303
+
1304
+ }
1305
+
1306
+ /**
1307
+ * Explain why always null is returned.
1308
+ *
1309
+ * @param {RenderObject} renderObject - The render object.
1310
+ * @return {boolean} Whether the render pipeline requires an update or not.
1311
+ */
1312
+ needsRenderUpdate( /*renderObject*/ ) {
1313
+
1314
+ return false;
1315
+
1316
+ }
1317
+
1318
+ /**
1319
+ * Explain why no cache key is computed.
1320
+ *
1321
+ * @param {RenderObject} renderObject - The render object.
1322
+ * @return {string} The cache key.
1323
+ */
1324
+ getRenderCacheKey( /*renderObject*/ ) {
1325
+
1326
+ return '';
1327
+
1328
+ }
1329
+
1330
+ // textures
1331
+
1332
+ /**
1333
+ * Creates a default texture for the given texture that can be used
1334
+ * as a placeholder until the actual texture is ready for usage.
1335
+ *
1336
+ * @param {Texture} texture - The texture to create a default texture for.
1337
+ */
1338
+ createDefaultTexture( texture ) {
1339
+
1340
+ this.textureUtils.createDefaultTexture( texture );
1341
+
1342
+ }
1343
+
1344
+ /**
1345
+ * Defines a texture on the GPU for the given texture object.
1346
+ *
1347
+ * @param {Texture} texture - The texture.
1348
+ * @param {Object} [options={}] - Optional configuration parameter.
1349
+ */
1350
+ createTexture( texture, options ) {
1351
+
1352
+ this.textureUtils.createTexture( texture, options );
1353
+
1354
+ }
1355
+
1356
+ /**
1357
+ * Uploads the updated texture data to the GPU.
1358
+ *
1359
+ * @param {Texture} texture - The texture.
1360
+ * @param {Object} [options={}] - Optional configuration parameter.
1361
+ */
1362
+ updateTexture( texture, options ) {
1363
+
1364
+ this.textureUtils.updateTexture( texture, options );
1365
+
1366
+ }
1367
+
1368
+ /**
1369
+ * Generates mipmaps for the given texture.
1370
+ *
1371
+ * @param {Texture} texture - The texture.
1372
+ */
1373
+ generateMipmaps( texture ) {
1374
+
1375
+ this.textureUtils.generateMipmaps( texture );
1376
+
1377
+ }
1378
+
1379
+ /**
1380
+ * Destroys the GPU data for the given texture object.
1381
+ *
1382
+ * @param {Texture} texture - The texture.
1383
+ * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
1384
+ */
1385
+ destroyTexture( texture, isDefaultTexture = false ) {
1386
+
1387
+ this.textureUtils.destroyTexture( texture, isDefaultTexture );
1388
+
1389
+ }
1390
+
1391
+ /**
1392
+ * Returns texture data as a typed array.
1393
+ *
1394
+ * @async
1395
+ * @param {Texture} texture - The texture to copy.
1396
+ * @param {number} x - The x coordinate of the copy origin.
1397
+ * @param {number} y - The y coordinate of the copy origin.
1398
+ * @param {number} width - The width of the copy.
1399
+ * @param {number} height - The height of the copy.
1400
+ * @param {number} faceIndex - The face index.
1401
+ * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
1402
+ */
1403
+ async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
1404
+
1405
+ return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
1406
+
1407
+ }
1408
+
1409
+ /**
1410
+ * This method does nothing since WebGL 2 has no concept of samplers.
1411
+ *
1412
+ * @param {Texture} texture - The texture to update the sampler for.
1413
+ * @return {string} The current sampler key.
1414
+ */
1415
+ updateSampler( /*texture*/ ) {
1416
+
1417
+ return '';
1418
+
1419
+ }
1420
+
1421
+ // node builder
1422
+
1423
+ /**
1424
+ * Returns a node builder for the given render object.
1425
+ *
1426
+ * @param {RenderObject} object - The render object.
1427
+ * @param {Renderer} renderer - The renderer.
1428
+ * @return {GLSLNodeBuilder} The node builder.
1429
+ */
1430
+ createNodeBuilder( object, renderer ) {
1431
+
1432
+ return new GLSLNodeBuilder( object, renderer );
1433
+
1434
+ }
1435
+
1436
+ // program
1437
+
1438
+ /**
1439
+ * Creates a shader program from the given programmable stage.
1440
+ *
1441
+ * @param {ProgrammableStage} program - The programmable stage.
1442
+ */
1443
+ createProgram( program ) {
1444
+
1445
+ const gl = this.gl;
1446
+ const { stage, code } = program;
1447
+
1448
+ const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
1449
+
1450
+ gl.shaderSource( shader, code );
1451
+ gl.compileShader( shader );
1452
+
1453
+ this.set( program, {
1454
+ shaderGPU: shader
1455
+ } );
1456
+
1457
+ }
1458
+
1459
+ /**
1460
+ * Destroys the shader program of the given programmable stage.
1461
+ *
1462
+ * @param {ProgrammableStage} program - The programmable stage.
1463
+ */
1464
+ destroyProgram( program ) {
1465
+
1466
+ this.delete( program );
1467
+
1468
+ }
1469
+
1470
+ /**
1471
+ * Creates a render pipeline for the given render object.
1472
+ *
1473
+ * @param {RenderObject} renderObject - The render object.
1474
+ * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
1475
+ */
1476
+ createRenderPipeline( renderObject, promises ) {
1477
+
1478
+ const gl = this.gl;
1479
+ const pipeline = renderObject.pipeline;
1480
+
1481
+ // Program
1482
+
1483
+ const { fragmentProgram, vertexProgram } = pipeline;
1484
+
1485
+ const programGPU = gl.createProgram();
1486
+
1487
+ const fragmentShader = this.get( fragmentProgram ).shaderGPU;
1488
+ const vertexShader = this.get( vertexProgram ).shaderGPU;
1489
+
1490
+ gl.attachShader( programGPU, fragmentShader );
1491
+ gl.attachShader( programGPU, vertexShader );
1492
+ gl.linkProgram( programGPU );
1493
+
1494
+ this.set( pipeline, {
1495
+ programGPU,
1496
+ fragmentShader,
1497
+ vertexShader
1498
+ } );
1499
+
1500
+ if ( promises !== null && this.parallel ) {
1501
+
1502
+ const p = new Promise( ( resolve /*, reject*/ ) => {
1503
+
1504
+ const parallel = this.parallel;
1505
+ const checkStatus = () => {
1506
+
1507
+ if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
1508
+
1509
+ this._completeCompile( renderObject, pipeline );
1510
+ resolve();
1511
+
1512
+ } else {
1513
+
1514
+ requestAnimationFrame( checkStatus );
1515
+
1516
+ }
1517
+
1518
+ };
1519
+
1520
+ checkStatus();
1521
+
1522
+ } );
1523
+
1524
+ promises.push( p );
1525
+
1526
+ return;
1527
+
1528
+ }
1529
+
1530
+ this._completeCompile( renderObject, pipeline );
1531
+
1532
+ }
1533
+
1534
+ /**
1535
+ * Formats the source code of error messages.
1536
+ *
1537
+ * @private
1538
+ * @param {string} string - The code.
1539
+ * @param {number} errorLine - The error line.
1540
+ * @return {string} The formatted code.
1541
+ */
1542
+ _handleSource( string, errorLine ) {
1543
+
1544
+ const lines = string.split( '\n' );
1545
+ const lines2 = [];
1546
+
1547
+ const from = Math.max( errorLine - 6, 0 );
1548
+ const to = Math.min( errorLine + 6, lines.length );
1549
+
1550
+ for ( let i = from; i < to; i ++ ) {
1551
+
1552
+ const line = i + 1;
1553
+ lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
1554
+
1555
+ }
1556
+
1557
+ return lines2.join( '\n' );
1558
+
1559
+ }
1560
+
1561
+ /**
1562
+ * Gets the shader compilation errors from the info log.
1563
+ *
1564
+ * @private
1565
+ * @param {WebGL2RenderingContext} gl - The rendering context.
1566
+ * @param {WebGLShader} shader - The WebGL shader object.
1567
+ * @param {string} type - The shader type.
1568
+ * @return {string} The shader errors.
1569
+ */
1570
+ _getShaderErrors( gl, shader, type ) {
1571
+
1572
+ const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
1573
+
1574
+ const shaderInfoLog = gl.getShaderInfoLog( shader ) || '';
1575
+ const errors = shaderInfoLog.trim();
1576
+
1577
+ if ( status && errors === '' ) return '';
1578
+
1579
+ const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
1580
+ if ( errorMatches ) {
1581
+
1582
+ const errorLine = parseInt( errorMatches[ 1 ] );
1583
+ return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
1584
+
1585
+ } else {
1586
+
1587
+ return errors;
1588
+
1589
+ }
1590
+
1591
+ }
1592
+
1593
+ /**
1594
+ * Logs shader compilation errors.
1595
+ *
1596
+ * @private
1597
+ * @param {WebGLProgram} programGPU - The WebGL program.
1598
+ * @param {WebGLShader} glFragmentShader - The fragment shader as a native WebGL shader object.
1599
+ * @param {WebGLShader} glVertexShader - The vertex shader as a native WebGL shader object.
1600
+ */
1601
+ _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
1602
+
1603
+ if ( this.renderer.debug.checkShaderErrors ) {
1604
+
1605
+ const gl = this.gl;
1606
+
1607
+ const programInfoLog = gl.getProgramInfoLog( programGPU ) || '';
1608
+ const programLog = programInfoLog.trim();
1609
+
1610
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1611
+
1612
+ if ( typeof this.renderer.debug.onShaderError === 'function' ) {
1613
+
1614
+ this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
1615
+
1616
+ } else {
1617
+
1618
+ // default error reporting
1619
+
1620
+ const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
1621
+ const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
1622
+
1623
+ error(
1624
+ 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
1625
+ 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
1626
+ 'Program Info Log: ' + programLog + '\n' +
1627
+ vertexErrors + '\n' +
1628
+ fragmentErrors
1629
+ );
1630
+
1631
+ }
1632
+
1633
+ } else if ( programLog !== '' ) {
1634
+
1635
+ warn( 'WebGLProgram: Program Info Log:', programLog );
1636
+
1637
+ }
1638
+
1639
+ }
1640
+
1641
+ }
1642
+
1643
+ /**
1644
+ * Completes the shader program setup for the given render object.
1645
+ *
1646
+ * @private
1647
+ * @param {RenderObject} renderObject - The render object.
1648
+ * @param {RenderPipeline} pipeline - The render pipeline.
1649
+ */
1650
+ _completeCompile( renderObject, pipeline ) {
1651
+
1652
+ const { state, gl } = this;
1653
+ const pipelineData = this.get( pipeline );
1654
+ const { programGPU, fragmentShader, vertexShader } = pipelineData;
1655
+
1656
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1657
+
1658
+ this._logProgramError( programGPU, fragmentShader, vertexShader );
1659
+
1660
+ }
1661
+
1662
+ state.useProgram( programGPU );
1663
+
1664
+ // Bindings
1665
+
1666
+ const bindings = renderObject.getBindings();
1667
+
1668
+ this._setupBindings( bindings, programGPU );
1669
+
1670
+ //
1671
+
1672
+ this.set( pipeline, {
1673
+ programGPU,
1674
+ pipeline: programGPU
1675
+ } );
1676
+
1677
+ }
1678
+
1679
+ /**
1680
+ * Creates a compute pipeline for the given compute node.
1681
+ *
1682
+ * @param {ComputePipeline} computePipeline - The compute pipeline.
1683
+ * @param {Array<BindGroup>} bindings - The bindings.
1684
+ */
1685
+ createComputePipeline( computePipeline, bindings ) {
1686
+
1687
+ const { state, gl } = this;
1688
+
1689
+ // Program
1690
+
1691
+ const fragmentProgram = {
1692
+ stage: 'fragment',
1693
+ code: '#version 300 es\nprecision highp float;\nvoid main() {}'
1694
+ };
1695
+
1696
+ this.createProgram( fragmentProgram );
1697
+
1698
+ const { computeProgram } = computePipeline;
1699
+
1700
+ const programGPU = gl.createProgram();
1701
+
1702
+ const fragmentShader = this.get( fragmentProgram ).shaderGPU;
1703
+ const vertexShader = this.get( computeProgram ).shaderGPU;
1704
+
1705
+ const transforms = computeProgram.transforms;
1706
+
1707
+ const transformVaryingNames = [];
1708
+ const transformAttributeNodes = [];
1709
+
1710
+ for ( let i = 0; i < transforms.length; i ++ ) {
1711
+
1712
+ const transform = transforms[ i ];
1713
+
1714
+ transformVaryingNames.push( transform.varyingName );
1715
+ transformAttributeNodes.push( transform.attributeNode );
1716
+
1717
+ }
1718
+
1719
+ gl.attachShader( programGPU, fragmentShader );
1720
+ gl.attachShader( programGPU, vertexShader );
1721
+
1722
+ gl.transformFeedbackVaryings(
1723
+ programGPU,
1724
+ transformVaryingNames,
1725
+ gl.SEPARATE_ATTRIBS
1726
+ );
1727
+
1728
+ gl.linkProgram( programGPU );
1729
+
1730
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1731
+
1732
+ this._logProgramError( programGPU, fragmentShader, vertexShader );
1733
+
1734
+
1735
+ }
1736
+
1737
+ state.useProgram( programGPU );
1738
+
1739
+ // Bindings
1740
+
1741
+ this._setupBindings( bindings, programGPU );
1742
+
1743
+ const attributeNodes = computeProgram.attributes;
1744
+ const attributes = [];
1745
+ const transformBuffers = [];
1746
+
1747
+ for ( let i = 0; i < attributeNodes.length; i ++ ) {
1748
+
1749
+ const attribute = attributeNodes[ i ].node.attribute;
1750
+
1751
+ attributes.push( attribute );
1752
+
1753
+ if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1754
+
1755
+ }
1756
+
1757
+ for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
1758
+
1759
+ const attribute = transformAttributeNodes[ i ].attribute;
1760
+
1761
+ if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1762
+
1763
+ const attributeData = this.get( attribute );
1764
+
1765
+ transformBuffers.push( attributeData );
1766
+
1767
+ }
1768
+
1769
+ //
1770
+
1771
+ this.set( computePipeline, {
1772
+ programGPU,
1773
+ transformBuffers,
1774
+ attributes
1775
+ } );
1776
+
1777
+ }
1778
+
1779
+ /**
1780
+ * Creates bindings from the given bind group definition.
1781
+ *
1782
+ * @param {BindGroup} bindGroup - The bind group.
1783
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
1784
+ * @param {number} cacheIndex - The cache index.
1785
+ * @param {number} version - The version.
1786
+ */
1787
+ createBindings( bindGroup, bindings /*, cacheIndex, version*/ ) {
1788
+
1789
+ if ( this._knownBindings.has( bindings ) === false ) {
1790
+
1791
+ this._knownBindings.add( bindings );
1792
+
1793
+ let uniformBuffers = 0;
1794
+ let textures = 0;
1795
+
1796
+ for ( const bindGroup of bindings ) {
1797
+
1798
+ this.set( bindGroup, {
1799
+ textures: textures,
1800
+ uniformBuffers: uniformBuffers
1801
+ } );
1802
+
1803
+ for ( const binding of bindGroup.bindings ) {
1804
+
1805
+ if ( binding.isUniformBuffer ) uniformBuffers ++;
1806
+ if ( binding.isSampledTexture ) textures ++;
1807
+
1808
+ }
1809
+
1810
+ }
1811
+
1812
+ }
1813
+
1814
+ this.updateBindings( bindGroup, bindings );
1815
+
1816
+ }
1817
+
1818
+ /**
1819
+ * Updates the given bind group definition.
1820
+ *
1821
+ * @param {BindGroup} bindGroup - The bind group.
1822
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
1823
+ * @param {number} cacheIndex - The cache index.
1824
+ * @param {number} version - The version.
1825
+ */
1826
+ updateBindings( bindGroup /*, bindings, cacheIndex, version*/ ) {
1827
+
1828
+ const { gl } = this;
1829
+
1830
+ for ( const binding of bindGroup.bindings ) {
1831
+
1832
+ const map = this.get( binding );
1833
+
1834
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
1835
+
1836
+ const array = binding.buffer;
1837
+ let { bufferGPU } = this.get( array );
1838
+
1839
+ if ( bufferGPU === undefined ) {
1840
+
1841
+ // create
1842
+
1843
+ bufferGPU = gl.createBuffer();
1844
+
1845
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1846
+ gl.bufferData( gl.UNIFORM_BUFFER, array.byteLength, gl.DYNAMIC_DRAW );
1847
+
1848
+ this.set( array, { bufferGPU } );
1849
+
1850
+ } else {
1851
+
1852
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1853
+
1854
+ }
1855
+
1856
+ // update
1857
+
1858
+ const updateRanges = binding.updateRanges;
1859
+
1860
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1861
+
1862
+ if ( updateRanges.length === 0 ) {
1863
+
1864
+ gl.bufferData( gl.UNIFORM_BUFFER, array, gl.DYNAMIC_DRAW );
1865
+
1866
+ } else {
1867
+
1868
+ const isTyped = isTypedArray( array );
1869
+ const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;
1870
+
1871
+ for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
1872
+
1873
+ const range = updateRanges[ i ];
1874
+
1875
+ const dataOffset = range.start * byteOffsetFactor;
1876
+ const size = range.count * byteOffsetFactor;
1877
+
1878
+ const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes
1879
+
1880
+ gl.bufferSubData( gl.UNIFORM_BUFFER, bufferOffset, array, dataOffset, size );
1881
+
1882
+ }
1883
+
1884
+ }
1885
+
1886
+ map.bufferGPU = bufferGPU;
1887
+
1888
+ this.set( binding, map );
1889
+
1890
+ } else if ( binding.isSampledTexture ) {
1891
+
1892
+ const { textureGPU, glTextureType } = this.get( binding.texture );
1893
+
1894
+ map.textureGPU = textureGPU;
1895
+ map.glTextureType = glTextureType;
1896
+
1897
+ this.set( binding, map );
1898
+
1899
+ }
1900
+
1901
+ }
1902
+
1903
+ }
1904
+
1905
+ /**
1906
+ * Updates a buffer binding.
1907
+ *
1908
+ * @param {Buffer} binding - The buffer binding to update.
1909
+ */
1910
+ updateBinding( binding ) {
1911
+
1912
+ const gl = this.gl;
1913
+
1914
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
1915
+
1916
+ const bindingData = this.get( binding );
1917
+ const bufferGPU = bindingData.bufferGPU;
1918
+ const array = binding.buffer;
1919
+
1920
+ const updateRanges = binding.updateRanges;
1921
+
1922
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1923
+
1924
+ if ( updateRanges.length === 0 ) {
1925
+
1926
+ gl.bufferData( gl.UNIFORM_BUFFER, array, gl.DYNAMIC_DRAW );
1927
+
1928
+ } else {
1929
+
1930
+ const isTyped = isTypedArray( array );
1931
+ const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;
1932
+
1933
+ for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
1934
+
1935
+ const range = updateRanges[ i ];
1936
+
1937
+ const dataOffset = range.start * byteOffsetFactor;
1938
+ const size = range.count * byteOffsetFactor;
1939
+
1940
+ const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes
1941
+
1942
+ gl.bufferSubData( gl.UNIFORM_BUFFER, bufferOffset, array, dataOffset, size );
1943
+
1944
+ }
1945
+
1946
+ }
1947
+
1948
+ }
1949
+
1950
+ }
1951
+
1952
+ // attributes
1953
+
1954
+ /**
1955
+ * Creates the GPU buffer of an indexed shader attribute.
1956
+ *
1957
+ * @param {BufferAttribute} attribute - The indexed buffer attribute.
1958
+ */
1959
+ createIndexAttribute( attribute ) {
1960
+
1961
+ const gl = this.gl;
1962
+
1963
+ this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
1964
+
1965
+ }
1966
+
1967
+ /**
1968
+ * Creates the GPU buffer of a shader attribute.
1969
+ *
1970
+ * @param {BufferAttribute} attribute - The buffer attribute.
1971
+ */
1972
+ createAttribute( attribute ) {
1973
+
1974
+ if ( this.has( attribute ) ) return;
1975
+
1976
+ const gl = this.gl;
1977
+
1978
+ this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1979
+
1980
+ }
1981
+
1982
+ /**
1983
+ * Creates the GPU buffer of a storage attribute.
1984
+ *
1985
+ * @param {BufferAttribute} attribute - The buffer attribute.
1986
+ */
1987
+ createStorageAttribute( attribute ) {
1988
+
1989
+ if ( this.has( attribute ) ) return;
1990
+
1991
+ const gl = this.gl;
1992
+
1993
+ this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1994
+
1995
+ }
1996
+
1997
+ /**
1998
+ * Updates the GPU buffer of a shader attribute.
1999
+ *
2000
+ * @param {BufferAttribute} attribute - The buffer attribute to update.
2001
+ */
2002
+ updateAttribute( attribute ) {
2003
+
2004
+ this.attributeUtils.updateAttribute( attribute );
2005
+
2006
+ }
2007
+
2008
+ /**
2009
+ * Destroys the GPU buffer of a shader attribute.
2010
+ *
2011
+ * @param {BufferAttribute} attribute - The buffer attribute to destroy.
2012
+ */
2013
+ destroyAttribute( attribute ) {
2014
+
2015
+ this.attributeUtils.destroyAttribute( attribute );
2016
+
2017
+ }
2018
+
2019
+ /**
2020
+ * Checks if the given feature is supported by the backend.
2021
+ *
2022
+ * @param {string} name - The feature's name.
2023
+ * @return {boolean} Whether the feature is supported or not.
2024
+ */
2025
+ hasFeature( name ) {
2026
+
2027
+ const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
2028
+
2029
+ const extensions = this.extensions;
2030
+
2031
+ for ( let i = 0; i < keysMatching.length; i ++ ) {
2032
+
2033
+ if ( extensions.has( keysMatching[ i ] ) ) return true;
2034
+
2035
+ }
2036
+
2037
+ return false;
2038
+
2039
+ }
2040
+
2041
+ /**
2042
+ * Copies data of the given source texture to the given destination texture.
2043
+ *
2044
+ * @param {Texture} srcTexture - The source texture.
2045
+ * @param {Texture} dstTexture - The destination texture.
2046
+ * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
2047
+ * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
2048
+ * @param {number} [srcLevel=0] - The source mip level to copy from.
2049
+ * @param {number} [dstLevel=0] - The destination mip level to copy to.
2050
+ */
2051
+ copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
2052
+
2053
+ this.textureUtils.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
2054
+
2055
+ }
2056
+
2057
+ /**
2058
+ * Copies the current bound framebuffer to the given texture.
2059
+ *
2060
+ * @param {Texture} texture - The destination texture.
2061
+ * @param {RenderContext} renderContext - The render context.
2062
+ * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
2063
+ */
2064
+ copyFramebufferToTexture( texture, renderContext, rectangle ) {
2065
+
2066
+ this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );
2067
+
2068
+ }
2069
+
2070
+ /**
2071
+ * Checks if the given compatibility is supported by the backend.
2072
+ *
2073
+ * @param {string} name - The compatibility name.
2074
+ * @return {boolean} Whether the compatibility is supported or not.
2075
+ */
2076
+ hasCompatibility( name ) {
2077
+
2078
+ if ( name === Compatibility.TEXTURE_COMPARE ) return true;
2079
+
2080
+ return super.hasCompatibility( name );
2081
+
2082
+ }
2083
+
2084
+ /**
2085
+ * Initializes the render target defined in the given render context.
2086
+ *
2087
+ * @param {RenderContext} renderContext - The render context.
2088
+ */
2089
+ initRenderTarget( renderContext ) {
2090
+
2091
+ const { gl, state } = this;
2092
+
2093
+ this._setFramebuffer( renderContext );
2094
+
2095
+ state.bindFramebuffer( gl.FRAMEBUFFER, null );
2096
+
2097
+ }
2098
+
2099
+ /**
2100
+ * Configures the active framebuffer from the given render context.
2101
+ *
2102
+ * @private
2103
+ * @param {RenderContext} descriptor - The render context.
2104
+ */
2105
+ _setFramebuffer( descriptor ) {
2106
+
2107
+ const { gl, state } = this;
2108
+
2109
+ let currentFrameBuffer = null;
2110
+
2111
+ if ( descriptor.textures !== null ) {
2112
+
2113
+ const renderTarget = descriptor.renderTarget;
2114
+ const renderTargetContextData = this.get( renderTarget );
2115
+ const { samples, depthBuffer, stencilBuffer } = renderTarget;
2116
+
2117
+ const isCube = renderTarget.isCubeRenderTarget === true;
2118
+ const isRenderTarget3D = renderTarget.isRenderTarget3D === true;
2119
+ const isRenderTargetArray = renderTarget.depth > 1;
2120
+ const isXRRenderTarget = renderTarget.isXRRenderTarget === true;
2121
+ const _hasExternalTextures = ( isXRRenderTarget === true && renderTarget._hasExternalTextures === true );
2122
+
2123
+ let msaaFb = renderTargetContextData.msaaFrameBuffer;
2124
+ let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
2125
+ const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
2126
+ const multiviewExt = this.extensions.get( 'OVR_multiview2' );
2127
+ const useMultisampledRTT = this._useMultisampledExtension( renderTarget );
2128
+ const cacheKey = getCacheKey( descriptor );
2129
+
2130
+ let fb;
2131
+
2132
+ if ( isCube ) {
2133
+
2134
+ renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
2135
+
2136
+ fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
2137
+
2138
+ } else if ( isXRRenderTarget && _hasExternalTextures === false ) {
2139
+
2140
+ fb = this._xrFramebuffer;
2141
+
2142
+ } else {
2143
+
2144
+ renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
2145
+
2146
+ fb = renderTargetContextData.framebuffers[ cacheKey ];
2147
+
2148
+ }
2149
+
2150
+ if ( fb === undefined ) {
2151
+
2152
+ fb = gl.createFramebuffer();
2153
+
2154
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2155
+
2156
+ const textures = descriptor.textures;
2157
+ const depthInvalidationArray = [];
2158
+
2159
+ if ( isCube ) {
2160
+
2161
+ renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
2162
+
2163
+ const { textureGPU } = this.get( textures[ 0 ] );
2164
+
2165
+ const cubeFace = this.renderer._activeCubeFace;
2166
+ const mipLevel = this.renderer._activeMipmapLevel;
2167
+
2168
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, mipLevel );
2169
+
2170
+ } else {
2171
+
2172
+ renderTargetContextData.framebuffers[ cacheKey ] = fb;
2173
+
2174
+ for ( let i = 0; i < textures.length; i ++ ) {
2175
+
2176
+ const texture = textures[ i ];
2177
+ const textureData = this.get( texture );
2178
+ textureData.renderTarget = descriptor.renderTarget;
2179
+ textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
2180
+
2181
+ const attachment = gl.COLOR_ATTACHMENT0 + i;
2182
+
2183
+ if ( renderTarget.multiview ) {
2184
+
2185
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, attachment, textureData.textureGPU, 0, samples, 0, 2 );
2186
+
2187
+ } else if ( isRenderTarget3D || isRenderTargetArray ) {
2188
+
2189
+ const layer = this.renderer._activeCubeFace;
2190
+ const mipLevel = this.renderer._activeMipmapLevel;
2191
+
2192
+ gl.framebufferTextureLayer( gl.FRAMEBUFFER, attachment, textureData.textureGPU, mipLevel, layer );
2193
+
2194
+ } else {
2195
+
2196
+ if ( useMultisampledRTT ) {
2197
+
2198
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2199
+
2200
+ } else {
2201
+
2202
+ const mipLevel = this.renderer._activeMipmapLevel;
2203
+
2204
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, mipLevel );
2205
+
2206
+ }
2207
+
2208
+ }
2209
+
2210
+ }
2211
+
2212
+ }
2213
+
2214
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2215
+
2216
+ if ( renderTarget._autoAllocateDepthBuffer === true ) {
2217
+
2218
+ const renderbuffer = gl.createRenderbuffer();
2219
+ this.textureUtils.setupRenderBufferStorage( renderbuffer, descriptor, 0, useMultisampledRTT );
2220
+ renderTargetContextData.xrDepthRenderbuffer = renderbuffer;
2221
+ depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );
2222
+
2223
+ gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
2224
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );
2225
+
2226
+
2227
+ } else {
2228
+
2229
+ if ( descriptor.depthTexture !== null ) {
2230
+
2231
+ depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );
2232
+
2233
+ const textureData = this.get( descriptor.depthTexture );
2234
+ textureData.renderTarget = descriptor.renderTarget;
2235
+ textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
2236
+
2237
+ if ( renderTarget.multiview ) {
2238
+
2239
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
2240
+
2241
+ } else if ( _hasExternalTextures && useMultisampledRTT ) {
2242
+
2243
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2244
+
2245
+ } else {
2246
+
2247
+ if ( descriptor.depthTexture.isArrayTexture ) {
2248
+
2249
+ const layer = this.renderer._activeCubeFace;
2250
+
2251
+ gl.framebufferTextureLayer( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, layer );
2252
+
2253
+ } else if ( descriptor.depthTexture.isCubeTexture ) {
2254
+
2255
+ const cubeFace = this.renderer._activeCubeFace;
2256
+
2257
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureData.textureGPU, 0 );
2258
+
2259
+ } else {
2260
+
2261
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2262
+
2263
+ }
2264
+
2265
+ }
2266
+
2267
+ }
2268
+
2269
+ }
2270
+
2271
+ renderTargetContextData.depthInvalidationArray = depthInvalidationArray;
2272
+
2273
+
2274
+ } else {
2275
+
2276
+ const isRenderCameraDepthArray = this._isRenderCameraDepthArray( descriptor );
2277
+
2278
+ if ( isRenderCameraDepthArray ) {
2279
+
2280
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2281
+
2282
+ const layer = this.renderer._activeCubeFace;
2283
+
2284
+ const depthData = this.get( descriptor.depthTexture );
2285
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2286
+ gl.framebufferTextureLayer(
2287
+ gl.FRAMEBUFFER,
2288
+ depthStyle,
2289
+ depthData.textureGPU,
2290
+ 0,
2291
+ layer
2292
+ );
2293
+
2294
+ }
2295
+
2296
+ // rebind external XR textures
2297
+
2298
+ if ( ( isXRRenderTarget || useMultisampledRTT || renderTarget.multiview ) && ( renderTarget._isOpaqueFramebuffer !== true ) ) {
2299
+
2300
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2301
+
2302
+ // rebind color
2303
+
2304
+ const textureData = this.get( descriptor.textures[ 0 ] );
2305
+
2306
+ if ( renderTarget.multiview ) {
2307
+
2308
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, textureData.textureGPU, 0, samples, 0, 2 );
2309
+
2310
+ } else if ( useMultisampledRTT ) {
2311
+
2312
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2313
+
2314
+ } else {
2315
+
2316
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2317
+
2318
+ }
2319
+
2320
+ // rebind depth
2321
+
2322
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2323
+
2324
+ if ( renderTarget._autoAllocateDepthBuffer === true ) {
2325
+
2326
+ const renderbuffer = renderTargetContextData.xrDepthRenderbuffer;
2327
+ gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
2328
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );
2329
+
2330
+ } else {
2331
+
2332
+ const textureData = this.get( descriptor.depthTexture );
2333
+
2334
+ if ( renderTarget.multiview ) {
2335
+
2336
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
2337
+
2338
+ } else if ( useMultisampledRTT ) {
2339
+
2340
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2341
+
2342
+ } else {
2343
+
2344
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2345
+
2346
+ }
2347
+
2348
+ }
2349
+
2350
+ }
2351
+
2352
+ }
2353
+
2354
+ if ( samples > 0 && useMultisampledRTT === false && ! renderTarget.multiview ) {
2355
+
2356
+ if ( msaaFb === undefined ) {
2357
+
2358
+ const invalidationArray = [];
2359
+
2360
+ msaaFb = gl.createFramebuffer();
2361
+
2362
+ state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
2363
+
2364
+ const msaaRenderbuffers = [];
2365
+
2366
+ const textures = descriptor.textures;
2367
+
2368
+ for ( let i = 0; i < textures.length; i ++ ) {
2369
+
2370
+ msaaRenderbuffers[ i ] = gl.createRenderbuffer();
2371
+
2372
+ gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2373
+
2374
+ invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
2375
+
2376
+ const texture = descriptor.textures[ i ];
2377
+ const textureData = this.get( texture );
2378
+
2379
+ gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
2380
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2381
+
2382
+
2383
+ }
2384
+
2385
+ gl.bindRenderbuffer( gl.RENDERBUFFER, null );
2386
+
2387
+ renderTargetContextData.msaaFrameBuffer = msaaFb;
2388
+ renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
2389
+
2390
+ if ( depthBuffer && depthRenderbuffer === undefined ) {
2391
+
2392
+ depthRenderbuffer = gl.createRenderbuffer();
2393
+ this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor, samples );
2394
+
2395
+ renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
2396
+
2397
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2398
+ invalidationArray.push( depthStyle );
2399
+
2400
+ }
2401
+
2402
+ renderTargetContextData.invalidationArray = invalidationArray;
2403
+
2404
+ }
2405
+
2406
+ currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
2407
+
2408
+ } else {
2409
+
2410
+ currentFrameBuffer = fb;
2411
+
2412
+ }
2413
+
2414
+ state.drawBuffers( descriptor, fb );
2415
+
2416
+ }
2417
+
2418
+ state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
2419
+
2420
+ }
2421
+
2422
+ /**
2423
+ * Computes the VAO key for the given index and attributes.
2424
+ *
2425
+ * @private
2426
+ * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
2427
+ * @return {string} The VAO key.
2428
+ */
2429
+ _getVaoKey( attributes ) {
2430
+
2431
+ let key = '';
2432
+
2433
+ for ( let i = 0; i < attributes.length; i ++ ) {
2434
+
2435
+ const attributeData = this.get( attributes[ i ] );
2436
+
2437
+ key += ':' + attributeData.id;
2438
+
2439
+ }
2440
+
2441
+ return key;
2442
+
2443
+ }
2444
+
2445
+ /**
2446
+ * Creates a VAO from the index and attributes.
2447
+ *
2448
+ * @private
2449
+ * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
2450
+ * @return {Object} The VAO data.
2451
+ */
2452
+ _createVao( attributes ) {
2453
+
2454
+ const { gl } = this;
2455
+
2456
+ const vaoGPU = gl.createVertexArray();
2457
+
2458
+ gl.bindVertexArray( vaoGPU );
2459
+
2460
+ for ( let i = 0; i < attributes.length; i ++ ) {
2461
+
2462
+ const attribute = attributes[ i ];
2463
+ const attributeData = this.get( attribute );
2464
+
2465
+ gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
2466
+ gl.enableVertexAttribArray( i );
2467
+
2468
+ let stride, offset;
2469
+
2470
+ if ( attribute.isInterleavedBufferAttribute === true ) {
2471
+
2472
+ stride = attribute.data.stride * attributeData.bytesPerElement;
2473
+ offset = attribute.offset * attributeData.bytesPerElement;
2474
+
2475
+ } else {
2476
+
2477
+ stride = 0;
2478
+ offset = 0;
2479
+
2480
+ }
2481
+
2482
+ if ( attributeData.isInteger ) {
2483
+
2484
+ gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
2485
+
2486
+ } else {
2487
+
2488
+ gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
2489
+
2490
+ }
2491
+
2492
+ if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
2493
+
2494
+ gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
2495
+
2496
+ } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
2497
+
2498
+ gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
2499
+
2500
+ }
2501
+
2502
+ }
2503
+
2504
+ gl.bindBuffer( gl.ARRAY_BUFFER, null );
2505
+
2506
+ return vaoGPU;
2507
+
2508
+ }
2509
+
2510
+ /**
2511
+ * Creates a transform feedback from the given transform buffers.
2512
+ *
2513
+ * @private
2514
+ * @param {Array<DualAttributeData>} transformBuffers - The transform buffers.
2515
+ * @return {WebGLTransformFeedback} The transform feedback.
2516
+ */
2517
+ _getTransformFeedback( transformBuffers ) {
2518
+
2519
+ let key = '';
2520
+
2521
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
2522
+
2523
+ key += ':' + transformBuffers[ i ].id;
2524
+
2525
+ }
2526
+
2527
+ let transformFeedbackGPU = this.transformFeedbackCache[ key ];
2528
+
2529
+ if ( transformFeedbackGPU !== undefined ) {
2530
+
2531
+ return transformFeedbackGPU;
2532
+
2533
+ }
2534
+
2535
+ const { gl } = this;
2536
+
2537
+ transformFeedbackGPU = gl.createTransformFeedback();
2538
+
2539
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
2540
+
2541
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
2542
+
2543
+ const attributeData = transformBuffers[ i ];
2544
+
2545
+ gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
2546
+
2547
+ }
2548
+
2549
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
2550
+
2551
+ this.transformFeedbackCache[ key ] = transformFeedbackGPU;
2552
+
2553
+ return transformFeedbackGPU;
2554
+
2555
+ }
2556
+
2557
+ /**
2558
+ * Setups the given bindings.
2559
+ *
2560
+ * @private
2561
+ * @param {Array<BindGroup>} bindings - The bindings.
2562
+ * @param {WebGLProgram} programGPU - The WebGL program.
2563
+ */
2564
+ _setupBindings( bindings, programGPU ) {
2565
+
2566
+ const gl = this.gl;
2567
+
2568
+ let uniformBuffers = 0;
2569
+ let textures = 0;
2570
+
2571
+ for ( const bindGroup of bindings ) {
2572
+
2573
+ for ( const binding of bindGroup.bindings ) {
2574
+
2575
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
2576
+
2577
+ const index = uniformBuffers ++;
2578
+ const location = gl.getUniformBlockIndex( programGPU, binding.name );
2579
+ gl.uniformBlockBinding( programGPU, location, index );
2580
+
2581
+ } else if ( binding.isSampledTexture ) {
2582
+
2583
+ const index = textures ++;
2584
+ const location = gl.getUniformLocation( programGPU, binding.name );
2585
+ gl.uniform1i( location, index );
2586
+
2587
+ }
2588
+
2589
+ }
2590
+
2591
+ }
2592
+
2593
+ }
2594
+
2595
+ /**
2596
+ * Binds the given uniforms.
2597
+ *
2598
+ * @private
2599
+ * @param {Array<BindGroup>} bindings - The bindings.
2600
+ */
2601
+ _bindUniforms( bindings ) {
2602
+
2603
+ const { gl, state } = this;
2604
+
2605
+ let uniformBuffers = 0;
2606
+ let textures = 0;
2607
+
2608
+ for ( const bindGroup of bindings ) {
2609
+
2610
+ for ( const binding of bindGroup.bindings ) {
2611
+
2612
+ const bindingData = this.get( binding );
2613
+
2614
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
2615
+
2616
+ const index = uniformBuffers ++;
2617
+ // TODO USE bindBufferRange to group multiple uniform buffers
2618
+ state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
2619
+
2620
+ } else if ( binding.isSampledTexture ) {
2621
+
2622
+ const index = textures ++;
2623
+ state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
2624
+
2625
+ }
2626
+
2627
+ }
2628
+
2629
+ }
2630
+
2631
+ }
2632
+
2633
+ /**
2634
+ * The method ensures multisampled render targets are resolved.
2635
+ *
2636
+ * @private
2637
+ * @param {RenderContext} renderContext - The render context.
2638
+ */
2639
+ _resolveRenderTarget( renderContext ) {
2640
+
2641
+ const { gl, state } = this;
2642
+
2643
+ const renderTarget = renderContext.renderTarget;
2644
+
2645
+ if ( renderContext.textures !== null && renderTarget ) {
2646
+
2647
+ const renderTargetContextData = this.get( renderTarget );
2648
+
2649
+ if ( renderTarget.samples > 0 && this._useMultisampledExtension( renderTarget ) === false ) {
2650
+
2651
+ const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
2652
+
2653
+ let mask = gl.COLOR_BUFFER_BIT;
2654
+
2655
+ if ( renderTarget.resolveDepthBuffer ) {
2656
+
2657
+ if ( renderTarget.depthBuffer ) mask |= gl.DEPTH_BUFFER_BIT;
2658
+ if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= gl.STENCIL_BUFFER_BIT;
2659
+
2660
+ }
2661
+
2662
+ const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
2663
+ const msaaRenderbuffers = renderTargetContextData.msaaRenderbuffers;
2664
+
2665
+ const textures = renderContext.textures;
2666
+ const isMRT = textures.length > 1;
2667
+
2668
+ state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
2669
+ state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
2670
+
2671
+ if ( isMRT ) {
2672
+
2673
+ // blitFramebuffer() can only copy/resolve the first color attachment of a framebuffer. When using MRT,
2674
+ // the engine temporarily removes all attachments and then configures each attachment for the resolve.
2675
+
2676
+ for ( let i = 0; i < textures.length; i ++ ) {
2677
+
2678
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, null );
2679
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, null, 0 );
2680
+
2681
+ }
2682
+
2683
+ }
2684
+
2685
+ for ( let i = 0; i < textures.length; i ++ ) {
2686
+
2687
+ if ( isMRT ) {
2688
+
2689
+ // configure attachment for resolve
2690
+
2691
+ const { textureGPU } = this.get( textures[ i ] );
2692
+
2693
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2694
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureGPU, 0 );
2695
+
2696
+ }
2697
+
2698
+ if ( renderContext.scissor ) {
2699
+
2700
+ const { x, y, width, height } = renderContext.scissorValue;
2701
+
2702
+ const viewY = renderContext.height - height - y;
2703
+
2704
+ gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
2705
+
2706
+ } else {
2707
+
2708
+ gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
2709
+
2710
+ }
2711
+
2712
+ }
2713
+
2714
+ if ( isMRT ) {
2715
+
2716
+ // restore attachments
2717
+
2718
+ for ( let i = 0; i < textures.length; i ++ ) {
2719
+
2720
+ const { textureGPU } = this.get( textures[ i ] );
2721
+
2722
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2723
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, textureGPU, 0 );
2724
+
2725
+ }
2726
+
2727
+ }
2728
+
2729
+ if ( this._supportsInvalidateFramebuffer === true ) {
2730
+
2731
+ gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
2732
+
2733
+ }
2734
+
2735
+ } else if ( renderTarget.resolveDepthBuffer === false && renderTargetContextData.framebuffers ) {
2736
+
2737
+ const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
2738
+ state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
2739
+ gl.invalidateFramebuffer( gl.DRAW_FRAMEBUFFER, renderTargetContextData.depthInvalidationArray );
2740
+
2741
+ }
2742
+
2743
+ }
2744
+
2745
+ }
2746
+
2747
+ /**
2748
+ * Returns `true` if the `WEBGL_multisampled_render_to_texture` extension
2749
+ * should be used when MSAA is enabled.
2750
+ *
2751
+ * @private
2752
+ * @param {RenderTarget} renderTarget - The render target that should be multisampled.
2753
+ * @return {boolean} Whether to use the `WEBGL_multisampled_render_to_texture` extension for MSAA or not.
2754
+ */
2755
+ _useMultisampledExtension( renderTarget ) {
2756
+
2757
+ if ( renderTarget.multiview === true ) {
2758
+
2759
+ return true;
2760
+
2761
+ }
2762
+
2763
+ return renderTarget.samples > 0 && this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTarget._autoAllocateDepthBuffer !== false;
2764
+
2765
+ }
2766
+
2767
+ /**
2768
+ * Frees internal resources.
2769
+ */
2770
+ dispose() {
2771
+
2772
+ if ( this.textureUtils !== null ) this.textureUtils.dispose();
2773
+
2774
+ const extension = this.extensions.get( 'WEBGL_lose_context' );
2775
+ if ( extension ) extension.loseContext();
2776
+
2777
+ this.renderer.domElement.removeEventListener( 'webglcontextlost', this._onContextLost );
2778
+
2779
+ }
2780
+
2781
+ }
2782
+
2783
+ export default WebGLBackend;