@unikia/upe-renderer 0.0.0-stage → 0.186.110

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2234) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSE.types +21 -0
  3. package/README.md +37 -2
  4. package/README.three.md +85 -0
  5. package/UPSTREAM.md +11 -0
  6. package/build/three.cjs +17 -0
  7. package/build/three.core.d.ts +1 -0
  8. package/build/three.core.js +60602 -0
  9. package/build/three.d.cts +1 -0
  10. package/build/three.module.d.ts +1 -0
  11. package/build/three.module.js +19719 -0
  12. package/build/three.tsl.d.ts +1 -0
  13. package/build/three.tsl.js +691 -0
  14. package/build/three.webgpu.d.ts +1 -0
  15. package/build/three.webgpu.js +93270 -0
  16. package/build/three.webgpu.nodes.d.ts +1 -0
  17. package/build/three.webgpu.nodes.js +92988 -0
  18. package/examples/jsm/Addons.d.ts +300 -0
  19. package/examples/jsm/Addons.js +301 -0
  20. package/examples/jsm/animation/AnimationClipCreator.d.ts +12 -0
  21. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  22. package/examples/jsm/animation/CCDIKSolver.d.ts +44 -0
  23. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  24. package/examples/jsm/capabilities/WebGL.d.ts +6 -0
  25. package/examples/jsm/capabilities/WebGL.js +113 -0
  26. package/examples/jsm/capabilities/WebGPU.d.ts +7 -0
  27. package/examples/jsm/capabilities/WebGPU.js +59 -0
  28. package/examples/jsm/controls/ArcballControls.d.ts +208 -0
  29. package/examples/jsm/controls/ArcballControls.js +3543 -0
  30. package/examples/jsm/controls/DragControls.d.ts +81 -0
  31. package/examples/jsm/controls/DragControls.js +452 -0
  32. package/examples/jsm/controls/FirstPersonControls.d.ts +105 -0
  33. package/examples/jsm/controls/FirstPersonControls.js +512 -0
  34. package/examples/jsm/controls/FlyControls.d.ts +44 -0
  35. package/examples/jsm/controls/FlyControls.js +384 -0
  36. package/examples/jsm/controls/MapControls.d.ts +21 -0
  37. package/examples/jsm/controls/MapControls.js +116 -0
  38. package/examples/jsm/controls/OrbitControls.d.ts +295 -0
  39. package/examples/jsm/controls/OrbitControls.js +1972 -0
  40. package/examples/jsm/controls/PointerLockControls.d.ts +84 -0
  41. package/examples/jsm/controls/PointerLockControls.js +264 -0
  42. package/examples/jsm/controls/TrackballControls.d.ts +152 -0
  43. package/examples/jsm/controls/TrackballControls.js +1106 -0
  44. package/examples/jsm/controls/TransformControls.d.ts +363 -0
  45. package/examples/jsm/controls/TransformControls.js +2003 -0
  46. package/examples/jsm/csm/CSM.d.ts +55 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.d.ts +85 -0
  49. package/examples/jsm/csm/CSMFrustum.js +234 -0
  50. package/examples/jsm/csm/CSMHelper.d.ts +28 -0
  51. package/examples/jsm/csm/CSMHelper.js +243 -0
  52. package/examples/jsm/csm/CSMShader.d.ts +4 -0
  53. package/examples/jsm/csm/CSMShader.js +307 -0
  54. package/examples/jsm/csm/CSMShadowNode.d.ts +44 -0
  55. package/examples/jsm/csm/CSMShadowNode.js +619 -0
  56. package/examples/jsm/curves/CurveExtras.d.ts +68 -0
  57. package/examples/jsm/curves/CurveExtras.js +694 -0
  58. package/examples/jsm/curves/NURBSCurve.d.ts +28 -0
  59. package/examples/jsm/curves/NURBSCurve.js +155 -0
  60. package/examples/jsm/curves/NURBSSurface.d.ts +13 -0
  61. package/examples/jsm/curves/NURBSSurface.js +98 -0
  62. package/examples/jsm/curves/NURBSUtils.d.ts +146 -0
  63. package/examples/jsm/curves/NURBSUtils.js +532 -0
  64. package/examples/jsm/curves/NURBSVolume.d.ts +23 -0
  65. package/examples/jsm/curves/NURBSVolume.js +82 -0
  66. package/examples/jsm/effects/AnaglyphEffect.d.ts +21 -0
  67. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  68. package/examples/jsm/effects/AsciiEffect.d.ts +18 -0
  69. package/examples/jsm/effects/AsciiEffect.js +323 -0
  70. package/examples/jsm/effects/OutlineEffect.d.ts +28 -0
  71. package/examples/jsm/effects/OutlineEffect.js +489 -0
  72. package/examples/jsm/effects/ParallaxBarrierEffect.d.ts +11 -0
  73. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  74. package/examples/jsm/effects/StereoEffect.d.ts +9 -0
  75. package/examples/jsm/effects/StereoEffect.js +91 -0
  76. package/examples/jsm/environments/ColorEnvironment.d.ts +9 -0
  77. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  78. package/examples/jsm/environments/DebugEnvironment.d.ts +5 -0
  79. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  80. package/examples/jsm/environments/RoomEnvironment.d.ts +6 -0
  81. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  82. package/examples/jsm/exporters/DRACOExporter.d.ts +17 -0
  83. package/examples/jsm/exporters/DRACOExporter.js +332 -0
  84. package/examples/jsm/exporters/EXRExporter.d.ts +27 -0
  85. package/examples/jsm/exporters/EXRExporter.js +618 -0
  86. package/examples/jsm/exporters/GLTFExporter.d.ts +161 -0
  87. package/examples/jsm/exporters/GLTFExporter.js +3856 -0
  88. package/examples/jsm/exporters/KTX2Exporter.d.ts +7 -0
  89. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  90. package/examples/jsm/exporters/OBJExporter.d.ts +7 -0
  91. package/examples/jsm/exporters/OBJExporter.js +308 -0
  92. package/examples/jsm/exporters/PLYExporter.d.ts +31 -0
  93. package/examples/jsm/exporters/PLYExporter.js +775 -0
  94. package/examples/jsm/exporters/STLExporter.d.ts +21 -0
  95. package/examples/jsm/exporters/STLExporter.js +221 -0
  96. package/examples/jsm/exporters/USDZExporter.d.ts +30 -0
  97. package/examples/jsm/exporters/USDZExporter.js +1489 -0
  98. package/examples/jsm/generators/CityGenerator.d.ts +131 -0
  99. package/examples/jsm/generators/CityGenerator.js +678 -0
  100. package/examples/jsm/generators/ForestGenerator.d.ts +73 -0
  101. package/examples/jsm/generators/ForestGenerator.js +347 -0
  102. package/examples/jsm/generators/TerrainGenerator.d.ts +57 -0
  103. package/examples/jsm/generators/TerrainGenerator.js +516 -0
  104. package/examples/jsm/generators/TreeGenerator.d.ts +102 -0
  105. package/examples/jsm/generators/TreeGenerator.js +371 -0
  106. package/examples/jsm/generators/city/BenchGenerator.d.ts +29 -0
  107. package/examples/jsm/generators/city/BenchGenerator.js +127 -0
  108. package/examples/jsm/generators/city/CarGenerator.d.ts +43 -0
  109. package/examples/jsm/generators/city/CarGenerator.js +479 -0
  110. package/examples/jsm/generators/city/CityGeneratorUtils.js +31 -0
  111. package/examples/jsm/generators/city/HydrantGenerator.d.ts +27 -0
  112. package/examples/jsm/generators/city/HydrantGenerator.js +106 -0
  113. package/examples/jsm/generators/city/InstancedMeshGenerator.d.ts +29 -0
  114. package/examples/jsm/generators/city/InstancedMeshGenerator.js +86 -0
  115. package/examples/jsm/generators/city/PersonGenerator.d.ts +44 -0
  116. package/examples/jsm/generators/city/PersonGenerator.js +447 -0
  117. package/examples/jsm/generators/city/SidewalkGenerator.d.ts +40 -0
  118. package/examples/jsm/generators/city/SidewalkGenerator.js +248 -0
  119. package/examples/jsm/generators/city/SkyscraperGenerator.d.ts +83 -0
  120. package/examples/jsm/generators/city/SkyscraperGenerator.js +1757 -0
  121. package/examples/jsm/generators/city/StreetTreeGenerator.d.ts +30 -0
  122. package/examples/jsm/generators/city/StreetTreeGenerator.js +231 -0
  123. package/examples/jsm/generators/city/StreetlightGenerator.d.ts +28 -0
  124. package/examples/jsm/generators/city/StreetlightGenerator.js +100 -0
  125. package/examples/jsm/generators/city/TrafficlightGenerator.d.ts +29 -0
  126. package/examples/jsm/generators/city/TrafficlightGenerator.js +106 -0
  127. package/examples/jsm/generators/city/TrashcanGenerator.d.ts +24 -0
  128. package/examples/jsm/generators/city/TrashcanGenerator.js +100 -0
  129. package/examples/jsm/geometries/BoxLineGeometry.d.ts +12 -0
  130. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  131. package/examples/jsm/geometries/ConvexGeometry.d.ts +5 -0
  132. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  133. package/examples/jsm/geometries/DecalGeometry.d.ts +16 -0
  134. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  135. package/examples/jsm/geometries/LoftGeometry.d.ts +83 -0
  136. package/examples/jsm/geometries/LoftGeometry.js +355 -0
  137. package/examples/jsm/geometries/ParametricFunctions.d.ts +8 -0
  138. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  139. package/examples/jsm/geometries/ParametricGeometry.d.ts +18 -0
  140. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  141. package/examples/jsm/geometries/RoundedBoxGeometry.d.ts +5 -0
  142. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  143. package/examples/jsm/geometries/TeapotGeometry.d.ts +37 -0
  144. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  145. package/examples/jsm/geometries/TextGeometry.d.ts +89 -0
  146. package/examples/jsm/geometries/TextGeometry.js +102 -0
  147. package/examples/jsm/gpgpu/BitonicSort.d.ts +21 -0
  148. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  149. package/examples/jsm/gpgpu/CountingSort.d.ts +31 -0
  150. package/examples/jsm/gpgpu/CountingSort.js +271 -0
  151. package/examples/jsm/helpers/AnimationPathHelper.d.ts +38 -0
  152. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  153. package/examples/jsm/helpers/LightProbeGridHelper.d.ts +12 -0
  154. package/examples/jsm/helpers/LightProbeGridHelper.js +166 -0
  155. package/examples/jsm/helpers/LightProbeGridHelperWebGL.d.ts +12 -0
  156. package/examples/jsm/helpers/LightProbeGridHelperWebGL.js +221 -0
  157. package/examples/jsm/helpers/LightProbeHelper.d.ts +12 -0
  158. package/examples/jsm/helpers/LightProbeHelper.js +166 -0
  159. package/examples/jsm/helpers/LightProbeHelperGPU.d.ts +12 -0
  160. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  161. package/examples/jsm/helpers/OctreeHelper.d.ts +17 -0
  162. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  163. package/examples/jsm/helpers/PositionalAudioHelper.d.ts +13 -0
  164. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  165. package/examples/jsm/helpers/RapierHelper.d.ts +13 -0
  166. package/examples/jsm/helpers/RapierHelper.js +59 -0
  167. package/examples/jsm/helpers/RectAreaLightHelper.d.ts +10 -0
  168. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  169. package/examples/jsm/helpers/TextureHelper.d.ts +10 -0
  170. package/examples/jsm/helpers/TextureHelper.js +265 -0
  171. package/examples/jsm/helpers/TextureHelperGPU.d.ts +10 -0
  172. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  173. package/examples/jsm/helpers/VertexNormalsHelper.d.ts +14 -0
  174. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  175. package/examples/jsm/helpers/VertexTangentsHelper.d.ts +12 -0
  176. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  177. package/examples/jsm/helpers/ViewHelper.d.ts +20 -0
  178. package/examples/jsm/helpers/ViewHelper.js +529 -0
  179. package/examples/jsm/inspector/Extension.d.ts +22 -0
  180. package/examples/jsm/inspector/Extension.js +107 -0
  181. package/examples/jsm/inspector/Inspector.d.ts +54 -0
  182. package/examples/jsm/inspector/Inspector.js +684 -0
  183. package/examples/jsm/inspector/RendererInspector.d.ts +9 -0
  184. package/examples/jsm/inspector/RendererInspector.js +589 -0
  185. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.d.ts +34 -0
  186. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.js +2609 -0
  187. package/examples/jsm/inspector/extensions/color-grading/ColorWheel.js +352 -0
  188. package/examples/jsm/inspector/extensions/color-grading/CurveEditor.js +599 -0
  189. package/examples/jsm/inspector/extensions/color-grading/LUT3DStyle.js +1201 -0
  190. package/examples/jsm/inspector/extensions/color-grading/LUTMath.js +788 -0
  191. package/examples/jsm/inspector/extensions/color-grading/modules/BrightnessModule.js +72 -0
  192. package/examples/jsm/inspector/extensions/color-grading/modules/ColorWheelModule.js +112 -0
  193. package/examples/jsm/inspector/extensions/color-grading/modules/ContrastModule.js +82 -0
  194. package/examples/jsm/inspector/extensions/color-grading/modules/CurvesModule.js +109 -0
  195. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureHueModule.js +110 -0
  196. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureModule.js +73 -0
  197. package/examples/jsm/inspector/extensions/color-grading/modules/HueModule.js +78 -0
  198. package/examples/jsm/inspector/extensions/color-grading/modules/ImportedCubeModule.js +89 -0
  199. package/examples/jsm/inspector/extensions/color-grading/modules/Module.js +285 -0
  200. package/examples/jsm/inspector/extensions/color-grading/modules/OutputModule.js +101 -0
  201. package/examples/jsm/inspector/extensions/color-grading/modules/RendererModule.js +225 -0
  202. package/examples/jsm/inspector/extensions/color-grading/modules/SatVibranceModule.js +102 -0
  203. package/examples/jsm/inspector/extensions/color-grading/modules/SaturationModule.js +76 -0
  204. package/examples/jsm/inspector/extensions/color-grading/modules/VibranceModule.js +76 -0
  205. package/examples/jsm/inspector/extensions/color-grading/modules/WhiteBalanceModule.js +86 -0
  206. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.d.ts +20 -0
  207. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +911 -0
  208. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.d.ts +11 -0
  209. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +282 -0
  210. package/examples/jsm/inspector/tabs/Console.js +420 -0
  211. package/examples/jsm/inspector/tabs/Memory.js +134 -0
  212. package/examples/jsm/inspector/tabs/Parameters.d.ts +122 -0
  213. package/examples/jsm/inspector/tabs/Parameters.js +440 -0
  214. package/examples/jsm/inspector/tabs/Performance.js +283 -0
  215. package/examples/jsm/inspector/tabs/Settings.js +310 -0
  216. package/examples/jsm/inspector/tabs/Timeline.js +1748 -0
  217. package/examples/jsm/inspector/tabs/Viewer.js +1374 -0
  218. package/examples/jsm/inspector/ui/Graph.js +232 -0
  219. package/examples/jsm/inspector/ui/Item.d.ts +5 -0
  220. package/examples/jsm/inspector/ui/Item.js +249 -0
  221. package/examples/jsm/inspector/ui/List.js +81 -0
  222. package/examples/jsm/inspector/ui/Profiler.js +2273 -0
  223. package/examples/jsm/inspector/ui/Style.js +2300 -0
  224. package/examples/jsm/inspector/ui/Tab.d.ts +9 -0
  225. package/examples/jsm/inspector/ui/Tab.js +269 -0
  226. package/examples/jsm/inspector/ui/Values.d.ts +103 -0
  227. package/examples/jsm/inspector/ui/Values.js +553 -0
  228. package/examples/jsm/inspector/ui/utils.js +189 -0
  229. package/examples/jsm/interaction/InteractionManager.d.ts +18 -0
  230. package/examples/jsm/interaction/InteractionManager.js +226 -0
  231. package/examples/jsm/interactive/HTMLMesh.d.ts +13 -0
  232. package/examples/jsm/interactive/HTMLMesh.js +617 -0
  233. package/examples/jsm/interactive/InteractiveGroup.d.ts +28 -0
  234. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  235. package/examples/jsm/interactive/SelectionBox.d.ts +16 -0
  236. package/examples/jsm/interactive/SelectionBox.js +324 -0
  237. package/examples/jsm/interactive/SelectionHelper.d.ts +17 -0
  238. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  239. package/examples/jsm/libs/basis/README.md +45 -0
  240. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  241. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  242. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  243. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  244. package/examples/jsm/libs/draco/README.md +31 -0
  245. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  246. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  247. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  248. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  249. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  250. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  251. package/examples/jsm/libs/fflate.module.d.ts +1 -0
  252. package/examples/jsm/libs/fflate.module.js +2672 -0
  253. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  254. package/examples/jsm/libs/lil-gui.module.min.d.ts +608 -0
  255. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  256. package/examples/jsm/libs/meshopt_clusterizer.module.js +421 -0
  257. package/examples/jsm/libs/meshopt_decoder.module.d.ts +1 -0
  258. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  259. package/examples/jsm/libs/meshopt_simplifier.module.js +627 -0
  260. package/examples/jsm/libs/mikktspace.module.d.ts +19 -0
  261. package/examples/jsm/libs/mikktspace.module.js +153 -0
  262. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  263. package/examples/jsm/libs/potpack.module.js +125 -0
  264. package/examples/jsm/libs/stats.module.d.ts +3 -0
  265. package/examples/jsm/libs/stats.module.js +167 -0
  266. package/examples/jsm/libs/surfaceNet.js +201 -0
  267. package/examples/jsm/libs/tween.module.d.ts +2 -0
  268. package/examples/jsm/libs/tween.module.js +876 -0
  269. package/examples/jsm/libs/utif.module.js +1665 -0
  270. package/examples/jsm/libs/zstddec.module.d.ts +5 -0
  271. package/examples/jsm/libs/zstddec.module.js +1 -0
  272. package/examples/jsm/lighting/ClusteredLighting.d.ts +45 -0
  273. package/examples/jsm/lighting/ClusteredLighting.js +55 -0
  274. package/examples/jsm/lighting/DynamicLighting.d.ts +16 -0
  275. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  276. package/examples/jsm/lighting/LightProbeGrid.d.ts +177 -0
  277. package/examples/jsm/lighting/LightProbeGrid.js +820 -0
  278. package/examples/jsm/lighting/LightProbeGridUtils.js +107 -0
  279. package/examples/jsm/lighting/LightProbeGridWebGL.d.ts +178 -0
  280. package/examples/jsm/lighting/LightProbeGridWebGL.js +830 -0
  281. package/examples/jsm/lighting/vxgi/VXGIConeTracer.js +194 -0
  282. package/examples/jsm/lighting/vxgi/VXGINode.d.ts +100 -0
  283. package/examples/jsm/lighting/vxgi/VXGINode.js +660 -0
  284. package/examples/jsm/lighting/vxgi/VXGISceneCollector.js +478 -0
  285. package/examples/jsm/lighting/vxgi/VXGIVolume.d.ts +245 -0
  286. package/examples/jsm/lighting/vxgi/VXGIVolume.js +1430 -0
  287. package/examples/jsm/lights/LightProbeGenerator.d.ts +16 -0
  288. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  289. package/examples/jsm/lights/RectAreaLightTexturesLib.d.ts +7 -0
  290. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  291. package/examples/jsm/lights/RectAreaLightUniformsLib.d.ts +5 -0
  292. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  293. package/examples/jsm/lights/SunLight.d.ts +53 -0
  294. package/examples/jsm/lights/SunLight.js +95 -0
  295. package/examples/jsm/lights/SunLightNode.d.ts +25 -0
  296. package/examples/jsm/lights/SunLightNode.js +56 -0
  297. package/examples/jsm/lights/SunLightShadow.d.ts +57 -0
  298. package/examples/jsm/lights/SunLightShadow.js +319 -0
  299. package/examples/jsm/lights/SunShadowNode.d.ts +53 -0
  300. package/examples/jsm/lights/SunShadowNode.js +312 -0
  301. package/examples/jsm/lines/Line2.d.ts +25 -0
  302. package/examples/jsm/lines/Line2.js +56 -0
  303. package/examples/jsm/lines/LineGeometry.d.ts +27 -0
  304. package/examples/jsm/lines/LineGeometry.js +157 -0
  305. package/examples/jsm/lines/LineMaterial.d.ts +82 -0
  306. package/examples/jsm/lines/LineMaterial.js +726 -0
  307. package/examples/jsm/lines/LineSegments2.d.ts +39 -0
  308. package/examples/jsm/lines/LineSegments2.js +434 -0
  309. package/examples/jsm/lines/LineSegmentsGeometry.d.ts +53 -0
  310. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  311. package/examples/jsm/lines/Wireframe.d.ts +14 -0
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  2221. package/src/textures/HTMLTexture.d.ts +27 -0
  2222. package/src/textures/HTMLTexture.js +74 -0
  2223. package/src/textures/Texture.d.ts +565 -0
  2224. package/src/textures/Texture.js +812 -0
  2225. package/src/textures/TextureSource.d.ts +99 -0
  2226. package/src/textures/TextureSource.js +261 -0
  2227. package/src/textures/VideoFrameTexture.d.ts +27 -0
  2228. package/src/textures/VideoFrameTexture.js +72 -0
  2229. package/src/textures/VideoTexture.d.ts +90 -0
  2230. package/src/textures/VideoTexture.js +127 -0
  2231. package/src/upe.d.ts +5 -0
  2232. package/src/upe.js +17 -0
  2233. package/src/utils.d.ts +36 -0
  2234. package/src/utils.js +493 -0
@@ -0,0 +1,2950 @@
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
+ const _invalidationArray = [];
19
+
20
+ /**
21
+ * A backend implementation targeting WebGL 2.
22
+ *
23
+ * @private
24
+ * @augments Backend
25
+ */
26
+ class WebGLBackend extends Backend {
27
+
28
+ /**
29
+ * WebGLBackend options.
30
+ *
31
+ * @typedef {Object} WebGLBackend~Options
32
+ * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
33
+ * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
34
+ * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
35
+ * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
36
+ * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
37
+ * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
38
+ * @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.
39
+ * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
40
+ * @property {WebGL2RenderingContext} [context=undefined] - A WebGL 2 rendering context.
41
+ */
42
+
43
+ /**
44
+ * Constructs a new WebGPU backend.
45
+ *
46
+ * @param {WebGLBackend~Options} [parameters] - The configuration parameter.
47
+ */
48
+ constructor( parameters = {} ) {
49
+
50
+ super( parameters );
51
+
52
+ /**
53
+ * This flag can be used for type testing.
54
+ *
55
+ * @type {boolean}
56
+ * @readonly
57
+ * @default true
58
+ */
59
+ this.isWebGLBackend = true;
60
+
61
+ /**
62
+ * A reference to a backend module holding shader attribute-related
63
+ * utility functions.
64
+ *
65
+ * @type {?WebGLAttributeUtils}
66
+ * @default null
67
+ */
68
+ this.attributeUtils = null;
69
+
70
+ /**
71
+ * A reference to a backend module holding extension-related
72
+ * utility functions.
73
+ *
74
+ * @type {?WebGLExtensions}
75
+ * @default null
76
+ */
77
+ this.extensions = null;
78
+
79
+ /**
80
+ * A reference to a backend module holding capability-related
81
+ * utility functions.
82
+ *
83
+ * @type {?WebGLCapabilities}
84
+ * @default null
85
+ */
86
+ this.capabilities = null;
87
+
88
+ /**
89
+ * A reference to a backend module holding texture-related
90
+ * utility functions.
91
+ *
92
+ * @type {?WebGLTextureUtils}
93
+ * @default null
94
+ */
95
+ this.textureUtils = null;
96
+
97
+ /**
98
+ * A reference to a backend module holding renderer-related
99
+ * utility functions.
100
+ *
101
+ * @type {?WebGLBufferRenderer}
102
+ * @default null
103
+ */
104
+ this.bufferRenderer = null;
105
+
106
+ /**
107
+ * A reference to the rendering context.
108
+ *
109
+ * @type {?WebGL2RenderingContext}
110
+ * @default null
111
+ */
112
+ this.gl = null;
113
+
114
+ /**
115
+ * A reference to a backend module holding state-related
116
+ * utility functions.
117
+ *
118
+ * @type {?WebGLState}
119
+ * @default null
120
+ */
121
+ this.state = null;
122
+
123
+ /**
124
+ * A reference to a backend module holding common
125
+ * utility functions.
126
+ *
127
+ * @type {?WebGLUtils}
128
+ * @default null
129
+ */
130
+ this.utils = null;
131
+
132
+ /**
133
+ * Dictionary for caching VAOs.
134
+ *
135
+ * @type {Object<string,WebGLVertexArrayObject>}
136
+ */
137
+ this.vaoCache = {};
138
+
139
+ /**
140
+ * Dictionary for caching transform feedback objects.
141
+ *
142
+ * @type {Object<string,WebGLTransformFeedback>}
143
+ */
144
+ this.transformFeedbackCache = {};
145
+
146
+ /**
147
+ * Controls if `gl.RASTERIZER_DISCARD` should be enabled or not.
148
+ * Only relevant when using compute shaders.
149
+ *
150
+ * @type {boolean}
151
+ * @default false
152
+ */
153
+ this.discard = false;
154
+
155
+ /**
156
+ * A reference to the `EXT_disjoint_timer_query_webgl2` extension. `null` if the
157
+ * device does not support the extension.
158
+ *
159
+ * @type {?EXTDisjointTimerQueryWebGL2}
160
+ * @default null
161
+ */
162
+ this.disjoint = null;
163
+
164
+ /**
165
+ * A reference to the `KHR_parallel_shader_compile` extension. `null` if the
166
+ * device does not support the extension.
167
+ *
168
+ * @type {?KHRParallelShaderCompile}
169
+ * @default null
170
+ */
171
+ this.parallel = null;
172
+
173
+ /**
174
+ * A reference to the current render context.
175
+ *
176
+ * @private
177
+ * @type {RenderContext}
178
+ * @default null
179
+ */
180
+ this._currentContext = null;
181
+
182
+ /**
183
+ * A unique collection of bindings.
184
+ *
185
+ * @private
186
+ * @type {WeakSet<Array<BindGroup>>}
187
+ */
188
+ this._knownBindings = new WeakSet();
189
+
190
+ /**
191
+ * Whether the device supports framebuffers invalidation or not.
192
+ *
193
+ * @private
194
+ * @type {boolean}
195
+ */
196
+ this._supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );
197
+
198
+ /**
199
+ * The target framebuffer when rendering with
200
+ * the WebXR device API.
201
+ *
202
+ * @private
203
+ * @type {?WebGLFramebuffer}
204
+ * @default null
205
+ */
206
+ this._xrFramebuffer = null;
207
+
208
+ }
209
+
210
+ /**
211
+ * Initializes the backend so it is ready for usage.
212
+ *
213
+ * @param {Renderer} renderer - The renderer.
214
+ */
215
+ init( renderer ) {
216
+
217
+ super.init( renderer );
218
+
219
+ //
220
+
221
+ const parameters = this.parameters;
222
+
223
+ const contextAttributes = {
224
+ antialias: renderer.currentSamples > 0,
225
+ alpha: true, // always true for performance reasons
226
+ depth: renderer.depth,
227
+ stencil: renderer.stencil
228
+ };
229
+
230
+ const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2', contextAttributes );
231
+
232
+ function onContextLost( event ) {
233
+
234
+ event.preventDefault();
235
+
236
+ const contextLossInfo = {
237
+ api: 'WebGL',
238
+ message: event.statusMessage || 'Unknown reason',
239
+ reason: null,
240
+ originalEvent: event
241
+ };
242
+
243
+ renderer.onDeviceLost( contextLossInfo );
244
+
245
+ }
246
+
247
+ this._onContextLost = onContextLost;
248
+
249
+ renderer.domElement.addEventListener( 'webglcontextlost', onContextLost, false );
250
+
251
+ this.gl = glContext;
252
+
253
+ this.extensions = new WebGLExtensions( this );
254
+ this.capabilities = new WebGLCapabilities( this );
255
+ this.attributeUtils = new WebGLAttributeUtils( this );
256
+ this.textureUtils = new WebGLTextureUtils( this );
257
+ this.bufferRenderer = new WebGLBufferRenderer( this );
258
+
259
+ this.state = new WebGLState( this );
260
+ this.utils = new WebGLUtils( this );
261
+
262
+ this.extensions.get( 'EXT_color_buffer_float' );
263
+ this.extensions.get( 'WEBGL_clip_cull_distance' );
264
+ this.extensions.get( 'OES_texture_float_linear' );
265
+ this.extensions.get( 'EXT_color_buffer_half_float' );
266
+ this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
267
+ this.extensions.get( 'WEBGL_render_shared_exponent' );
268
+ this.extensions.get( 'WEBGL_multi_draw' );
269
+ this.extensions.get( 'OVR_multiview2' );
270
+ this.extensions.get( 'EXT_clip_control' );
271
+
272
+ this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
273
+ this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
274
+ this.drawBuffersIndexedExt = this.extensions.get( 'OES_draw_buffers_indexed' );
275
+
276
+ if ( parameters.reversedDepthBuffer ) {
277
+
278
+ if ( this.extensions.has( 'EXT_clip_control' ) ) {
279
+
280
+ renderer.reversedDepthBuffer = true;
281
+
282
+ } else {
283
+
284
+ warn( 'WebGPURenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.' );
285
+
286
+ renderer.reversedDepthBuffer = false;
287
+
288
+ }
289
+
290
+ }
291
+
292
+ if ( renderer.reversedDepthBuffer ) {
293
+
294
+ this.state.setReversedDepth( true );
295
+
296
+ }
297
+
298
+ }
299
+
300
+ /**
301
+ * The coordinate system of the backend.
302
+ *
303
+ * @type {number}
304
+ * @readonly
305
+ */
306
+ get coordinateSystem() {
307
+
308
+ return WebGLCoordinateSystem;
309
+
310
+ }
311
+
312
+ /**
313
+ * Whether the backend supports query timestamps or not.
314
+ *
315
+ * @type {boolean}
316
+ * @readonly
317
+ */
318
+ get hasTimestamp() {
319
+
320
+ return this.disjoint !== null;
321
+
322
+ }
323
+
324
+ /**
325
+ * This method performs a readback operation by moving buffer data from
326
+ * a storage buffer attribute from the GPU to the CPU. ReadbackBuffer can
327
+ * be used to retain and reuse handles to the intermediate buffers and prevent
328
+ * new allocation.
329
+ *
330
+ * @async
331
+ * @param {BufferAttribute} attribute - The storage buffer attribute to read frm.
332
+ * @param {ReadbackBuffer|ArrayBuffer} target - The storage buffer attribute.
333
+ * @param {number} offset - The storage buffer attribute.
334
+ * @param {number} count - The offset from which to start reading the
335
+ * @return {Promise<ArrayBuffer|ReadbackBuffer>} A promise that resolves with the buffer data when the data are ready.
336
+ */
337
+ async getArrayBufferAsync( attribute, target = null, offset = 0, count = - 1 ) {
338
+
339
+ return await this.attributeUtils.getArrayBufferAsync( attribute, target, offset, count );
340
+
341
+ }
342
+
343
+ /**
344
+ * Ensures the backend is XR compatible.
345
+ *
346
+ * @async
347
+ * @return {Promise} A Promise that resolve when the renderer is XR compatible.
348
+ */
349
+ async makeXRCompatible() {
350
+
351
+ const attributes = this.gl.getContextAttributes();
352
+
353
+ if ( attributes.xrCompatible !== true ) {
354
+
355
+ await this.gl.makeXRCompatible();
356
+
357
+ }
358
+
359
+ }
360
+ /**
361
+ * Sets the XR rendering destination.
362
+ *
363
+ * @param {WebGLFramebuffer} xrFramebuffer - The XR framebuffer.
364
+ */
365
+ setXRTarget( xrFramebuffer ) {
366
+
367
+ this._xrFramebuffer = xrFramebuffer;
368
+
369
+ }
370
+
371
+ /**
372
+ * Configures the given XR render target with external textures.
373
+ *
374
+ * This method is only relevant when using the WebXR Layers API.
375
+ *
376
+ * @param {XRRenderTarget} renderTarget - The XR render target.
377
+ * @param {WebGLTexture} colorTexture - A native color texture.
378
+ * @param {?WebGLTexture} [depthTexture=null] - A native depth texture.
379
+ */
380
+ setXRRenderTargetTextures( renderTarget, colorTexture, depthTexture = null ) {
381
+
382
+ const gl = this.gl;
383
+
384
+ this.set( renderTarget.texture, { textureGPU: colorTexture, glInternalFormat: gl.RGBA8 } ); // see #24698 why RGBA8 and not SRGB8_ALPHA8 is used
385
+
386
+ if ( depthTexture !== null ) {
387
+
388
+ const glInternalFormat = renderTarget.stencilBuffer ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
389
+
390
+ this.set( renderTarget.depthTexture, { textureGPU: depthTexture, glInternalFormat: glInternalFormat } );
391
+
392
+ // The multisample_render_to_texture extension doesn't work properly if there
393
+ // are midframe flushes and an external depth texture.
394
+ if ( ( this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) && renderTarget._autoAllocateDepthBuffer === true && renderTarget.multiview === false ) {
395
+
396
+ warn( 'WebGLBackend: Render-to-texture extension was disabled because an external texture was provided' );
397
+
398
+ }
399
+
400
+ renderTarget._autoAllocateDepthBuffer = false;
401
+
402
+ }
403
+
404
+ }
405
+
406
+ /**
407
+ * Inits a time stamp query for the given render context.
408
+ *
409
+ * @param {string} type - The type of the timestamp query.
410
+ * @param {string} uid - A unique identifier for the timestamp query.
411
+ */
412
+ initTimestampQuery( type, uid ) {
413
+
414
+ if ( ! this.disjoint || ! this.trackTimestamp ) return;
415
+
416
+ if ( ! this.timestampQueryPool[ type ] ) {
417
+
418
+ // TODO: Variable maxQueries?
419
+ this.timestampQueryPool[ type ] = new WebGLTimestampQueryPool( this.gl, type, 2048 );
420
+
421
+ }
422
+
423
+ const timestampQueryPool = this.timestampQueryPool[ type ];
424
+
425
+ const baseOffset = timestampQueryPool.allocateQueriesForContext( uid );
426
+
427
+ if ( baseOffset !== null ) {
428
+
429
+ timestampQueryPool.beginQuery( uid );
430
+
431
+ }
432
+
433
+ }
434
+
435
+ // timestamp utils
436
+
437
+ /**
438
+ * Prepares the timestamp buffer.
439
+ *
440
+ * @param {string} type - The type of the timestamp query.
441
+ * @param {string} uid - A unique identifier for the timestamp query.
442
+ */
443
+ prepareTimestampBuffer( type, uid ) {
444
+
445
+ if ( ! this.disjoint || ! this.trackTimestamp ) return;
446
+
447
+ const timestampQueryPool = this.timestampQueryPool[ type ];
448
+
449
+ timestampQueryPool.endQuery( uid );
450
+
451
+ }
452
+
453
+
454
+ /**
455
+ * Returns the backend's rendering context.
456
+ *
457
+ * @return {WebGL2RenderingContext} The rendering context.
458
+ */
459
+ getContext() {
460
+
461
+ return this.gl;
462
+
463
+ }
464
+
465
+ /**
466
+ * This method is executed at the beginning of a render call and prepares
467
+ * the WebGL state for upcoming render calls
468
+ *
469
+ * @param {RenderContext} renderContext - The render context.
470
+ */
471
+ beginRender( renderContext ) {
472
+
473
+ const { state } = this;
474
+ const renderContextData = this.get( renderContext );
475
+
476
+ //
477
+
478
+ if ( renderContext.viewport ) {
479
+
480
+ this.updateViewport( renderContext );
481
+
482
+ } else {
483
+
484
+ const { width, height } = this.getDrawingBufferSize();
485
+ state.viewport( 0, 0, width, height );
486
+
487
+ }
488
+
489
+ if ( renderContext.scissor ) {
490
+
491
+ this.updateScissor( renderContext );
492
+
493
+ } else {
494
+
495
+ const { width, height } = this.getDrawingBufferSize();
496
+ state.scissor( 0, 0, width, height );
497
+
498
+ }
499
+
500
+ //
501
+
502
+ this.initTimestampQuery( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );
503
+
504
+ renderContextData.previousContext = this._currentContext;
505
+ this._currentContext = renderContext;
506
+
507
+ this._setFramebuffer( renderContext );
508
+ this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
509
+
510
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
511
+
512
+ if ( occlusionQueryCount > 0 ) {
513
+
514
+ // Get a reference to the array of objects with queries. The renderContextData property
515
+ // can be changed by another render pass before the async reading of all previous queries complete
516
+ renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
517
+ renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
518
+
519
+ renderContextData.lastOcclusionObject = null;
520
+ renderContextData.occlusionQueries = new Array( occlusionQueryCount );
521
+ renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
522
+ renderContextData.occlusionQueryIndex = 0;
523
+
524
+ } else if ( renderContextData.lastOcclusionObject !== undefined ) {
525
+
526
+ // invalidate if there is a stale query
527
+
528
+ renderContextData.lastOcclusionObject = undefined;
529
+
530
+ }
531
+
532
+ }
533
+
534
+ /**
535
+ * This method is executed at the end of a render call and finalizes work
536
+ * after draw calls.
537
+ *
538
+ * @param {RenderContext} renderContext - The render context.
539
+ */
540
+ finishRender( renderContext ) {
541
+
542
+ const { gl, state } = this;
543
+ const renderContextData = this.get( renderContext );
544
+ const previousContext = renderContextData.previousContext;
545
+
546
+ state.resetVertexState();
547
+
548
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
549
+
550
+ if ( occlusionQueryCount > 0 ) {
551
+
552
+ const lastOcclusionObject = renderContextData.lastOcclusionObject;
553
+
554
+ if ( lastOcclusionObject && lastOcclusionObject.occlusionTest === true ) {
555
+
556
+ gl.endQuery( gl.ANY_SAMPLES_PASSED );
557
+
558
+ }
559
+
560
+ this.resolveOccludedAsync( renderContext );
561
+
562
+ }
563
+
564
+ const textures = renderContext.textures;
565
+
566
+ if ( textures !== null ) {
567
+
568
+ for ( let i = 0; i < textures.length; i ++ ) {
569
+
570
+ const texture = textures[ i ];
571
+
572
+ if ( texture.generateMipmaps ) {
573
+
574
+ this.generateMipmaps( texture );
575
+
576
+ }
577
+
578
+ }
579
+
580
+ }
581
+
582
+ this._currentContext = previousContext;
583
+
584
+ this._resolveRenderTarget( renderContext );
585
+
586
+ if ( previousContext !== null ) {
587
+
588
+ this._setFramebuffer( previousContext );
589
+
590
+ if ( previousContext.viewport ) {
591
+
592
+ this.updateViewport( previousContext );
593
+
594
+ } else {
595
+
596
+ const { width, height } = this.getDrawingBufferSize();
597
+ state.viewport( 0, 0, width, height );
598
+
599
+ }
600
+
601
+ if ( previousContext.scissor ) {
602
+
603
+ this.updateScissor( previousContext );
604
+
605
+ } else {
606
+
607
+ const { width, height } = this.getDrawingBufferSize();
608
+ state.scissor( 0, 0, width, height );
609
+
610
+ }
611
+
612
+ }
613
+
614
+ this.prepareTimestampBuffer( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );
615
+
616
+ }
617
+
618
+ /**
619
+ * This method processes the result of occlusion queries and writes it
620
+ * into render context data.
621
+ *
622
+ * @async
623
+ * @param {RenderContext} renderContext - The render context.
624
+ */
625
+ resolveOccludedAsync( renderContext ) {
626
+
627
+ const renderContextData = this.get( renderContext );
628
+
629
+ // handle occlusion query results
630
+
631
+ const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
632
+
633
+ if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
634
+
635
+ const occluded = new WeakSet();
636
+ const { gl } = this;
637
+
638
+ renderContextData.currentOcclusionQueryObjects = null;
639
+ renderContextData.currentOcclusionQueries = null;
640
+
641
+ const check = () => {
642
+
643
+ let completed = true;
644
+
645
+ // check all queries and requeue as appropriate
646
+ for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
647
+
648
+ const query = currentOcclusionQueries[ i ];
649
+
650
+ if ( ! query ) continue;
651
+
652
+ if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
653
+
654
+ if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) === 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
655
+
656
+ currentOcclusionQueries[ i ] = null;
657
+ gl.deleteQuery( query );
658
+
659
+ } else {
660
+
661
+ completed = false;
662
+
663
+ }
664
+
665
+ }
666
+
667
+ if ( completed === false ) {
668
+
669
+ requestAnimationFrame( check );
670
+
671
+ } else {
672
+
673
+ renderContextData.occluded = occluded;
674
+
675
+ }
676
+
677
+ };
678
+
679
+ check();
680
+
681
+ }
682
+
683
+ }
684
+
685
+ /**
686
+ * Returns `true` if the given 3D object is fully occluded by other
687
+ * 3D objects in the scene.
688
+ *
689
+ * @param {RenderContext} renderContext - The render context.
690
+ * @param {Object3D} object - The 3D object to test.
691
+ * @return {boolean} Whether the 3D object is fully occluded or not.
692
+ */
693
+ isOccluded( renderContext, object ) {
694
+
695
+ const renderContextData = this.get( renderContext );
696
+
697
+ return renderContextData.occluded && renderContextData.occluded.has( object );
698
+
699
+ }
700
+
701
+ /**
702
+ * Updates the viewport with the values from the given render context.
703
+ *
704
+ * @param {RenderContext} renderContext - The render context.
705
+ */
706
+ updateViewport( renderContext ) {
707
+
708
+ const { state } = this;
709
+ const { x, y, width, height } = renderContext.viewportValue;
710
+
711
+ state.viewport( x, renderContext.height - height - y, width, height );
712
+
713
+ }
714
+
715
+ /**
716
+ * Updates the scissor with the values from the given render context.
717
+ *
718
+ * @param {RenderContext} renderContext - The render context.
719
+ */
720
+ updateScissor( renderContext ) {
721
+
722
+ const { state } = this;
723
+ const { x, y, width, height } = renderContext.scissorValue;
724
+
725
+ state.scissor( x, renderContext.height - height - y, width, height );
726
+
727
+ }
728
+
729
+ /**
730
+ * Defines the scissor test.
731
+ *
732
+ * @param {boolean} boolean - Whether the scissor test should be enabled or not.
733
+ */
734
+ setScissorTest( boolean ) {
735
+
736
+ const state = this.state;
737
+
738
+ state.setScissorTest( boolean );
739
+
740
+ }
741
+
742
+ /**
743
+ * Restores the WebGL state to its default and invalidates the internal state cache.
744
+ */
745
+ resetState() {
746
+
747
+ this.state.reset();
748
+
749
+ }
750
+
751
+ /**
752
+ * Returns the clear color and alpha into a single
753
+ * color object.
754
+ *
755
+ * @return {Color4} The clear color.
756
+ */
757
+ getClearColor() {
758
+
759
+ const clearColor = super.getClearColor();
760
+
761
+ // Since the canvas is always created with alpha: true,
762
+ // WebGL must always premultiply the clear color.
763
+
764
+ clearColor.r *= clearColor.a;
765
+ clearColor.g *= clearColor.a;
766
+ clearColor.b *= clearColor.a;
767
+
768
+ return clearColor;
769
+
770
+ }
771
+
772
+ /**
773
+ * Performs a clear operation.
774
+ *
775
+ * @param {boolean} color - Whether the color buffer should be cleared or not.
776
+ * @param {boolean} depth - Whether the depth buffer should be cleared or not.
777
+ * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
778
+ * @param {?Object} [descriptor=null] - The render context of the current set render target.
779
+ * @param {boolean} [setFrameBuffer=true] - Controls whether the intermediate framebuffer should be set or not.
780
+ * @param {boolean} [resolveRenderTarget=true] - Controls whether an active render target should be resolved
781
+ * or not. Only relevant for explicit clears.
782
+ */
783
+ clear( color, depth, stencil, descriptor = null, setFrameBuffer = true, resolveRenderTarget = true ) {
784
+
785
+ const { gl, renderer } = this;
786
+
787
+ if ( descriptor === null ) {
788
+
789
+ const clearColor = this.getClearColor();
790
+
791
+ descriptor = {
792
+ textures: null,
793
+ clearColorValue: clearColor
794
+ };
795
+
796
+ }
797
+
798
+ //
799
+
800
+ let clear = 0;
801
+
802
+ if ( color ) clear |= gl.COLOR_BUFFER_BIT;
803
+ if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
804
+ if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
805
+
806
+ if ( clear !== 0 ) {
807
+
808
+ let clearColor;
809
+
810
+ if ( descriptor.clearColorValue ) {
811
+
812
+ clearColor = descriptor.clearColorValue;
813
+
814
+ } else {
815
+
816
+ clearColor = this.getClearColor();
817
+
818
+ }
819
+
820
+ const clearDepth = renderer.getClearDepth();
821
+ const clearStencil = renderer.getClearStencil();
822
+
823
+ if ( depth ) this.state.setDepthMask( true );
824
+ if ( stencil ) this.state.setStencilMask( 0xffffffff );
825
+
826
+ if ( descriptor.textures === null ) {
827
+
828
+ if ( color ) gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
829
+ if ( depth ) gl.clearDepth( clearDepth );
830
+ if ( stencil ) gl.clearStencil( clearStencil );
831
+
832
+ gl.clear( clear );
833
+
834
+ } else {
835
+
836
+ if ( setFrameBuffer ) this._setFramebuffer( descriptor );
837
+
838
+ if ( color ) {
839
+
840
+ for ( let i = 0; i < descriptor.textures.length; i ++ ) {
841
+
842
+ const mrtClearColor = descriptor.mrt ? descriptor.mrt.getClearColor( descriptor.textures[ i ].name ) : null;
843
+
844
+ if ( mrtClearColor !== null ) {
845
+
846
+ gl.clearBufferfv( gl.COLOR, i, [ mrtClearColor.r, mrtClearColor.g, mrtClearColor.b, mrtClearColor.a ] );
847
+
848
+ } else if ( i === 0 ) {
849
+
850
+ gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
851
+
852
+ } else {
853
+
854
+ gl.clearBufferfv( gl.COLOR, i, [ 0, 0, 0, 1 ] );
855
+
856
+ }
857
+
858
+ }
859
+
860
+ }
861
+
862
+ if ( depth && stencil ) {
863
+
864
+ gl.clearBufferfi( gl.DEPTH_STENCIL, 0, clearDepth, clearStencil );
865
+
866
+ } else if ( depth ) {
867
+
868
+ gl.clearBufferfv( gl.DEPTH, 0, [ clearDepth ] );
869
+
870
+ } else if ( stencil ) {
871
+
872
+ gl.clearBufferiv( gl.STENCIL, 0, [ clearStencil ] );
873
+
874
+ }
875
+
876
+ if ( setFrameBuffer && resolveRenderTarget ) this._resolveRenderTarget( descriptor );
877
+
878
+ // Restore the framebuffer of the active render pass when clearing an unrelated
879
+ // render target, so subsequent draws in the pass don't bind to the cleared target.
880
+ if ( setFrameBuffer && this._currentContext !== null && this._currentContext !== descriptor ) {
881
+
882
+ this._setFramebuffer( this._currentContext );
883
+
884
+ }
885
+
886
+ }
887
+
888
+ }
889
+
890
+ }
891
+
892
+ /**
893
+ * This method is executed at the beginning of a compute call and
894
+ * prepares the state for upcoming compute tasks.
895
+ *
896
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
897
+ */
898
+ beginCompute( computeGroup ) {
899
+
900
+ const { state, gl } = this;
901
+
902
+ //
903
+
904
+ state.bindFramebuffer( gl.FRAMEBUFFER, null );
905
+ this.initTimestampQuery( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );
906
+
907
+ }
908
+
909
+ /**
910
+ * Executes a compute command for the given compute node.
911
+ *
912
+ * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
913
+ * @param {Node} computeNode - The compute node.
914
+ * @param {Array<BindGroup>} bindings - The bindings.
915
+ * @param {ComputePipeline} pipeline - The compute pipeline.
916
+ * @param {?number} [count=null] - The count of compute invocations. If `null`, the count is determined by the compute node.
917
+ */
918
+ compute( computeGroup, computeNode, bindings, pipeline, count = null ) {
919
+
920
+ const { state, gl } = this;
921
+
922
+ if ( this.discard === false ) {
923
+
924
+ // required here to handle async behaviour of render.compute()
925
+ state.enable( gl.RASTERIZER_DISCARD );
926
+ this.discard = true;
927
+
928
+ }
929
+
930
+ const { programGPU, transformBuffers, attributes } = this.get( pipeline );
931
+
932
+ const vaoKey = this._getVaoKey( attributes );
933
+
934
+ const vaoGPU = this.vaoCache[ vaoKey ];
935
+
936
+ if ( vaoGPU === undefined ) {
937
+
938
+ this.vaoCache[ vaoKey ] = this._createVao( attributes );
939
+
940
+ } else {
941
+
942
+ state.setVertexState( vaoGPU );
943
+
944
+ }
945
+
946
+ state.useProgram( programGPU );
947
+
948
+ this._bindUniforms( bindings );
949
+
950
+ const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
951
+
952
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
953
+ gl.beginTransformFeedback( gl.POINTS );
954
+
955
+ count = ( count !== null ) ? count : computeNode.count;
956
+
957
+ if ( Array.isArray( count ) ) {
958
+
959
+ warnOnce( 'WebGLBackend.compute(): The count parameter must be a single number, not an array.' );
960
+
961
+ count = count[ 0 ];
962
+
963
+ } else if ( count && typeof count === 'object' && count.isIndirectStorageBufferAttribute ) {
964
+
965
+ warnOnce( 'WebGLBackend.compute(): The count parameter must be a single number, not IndirectStorageBufferAttribute' );
966
+
967
+ count = computeNode.count;
968
+
969
+ }
970
+
971
+ if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
972
+
973
+ gl.drawArraysInstanced( gl.POINTS, 0, 1, count );
974
+
975
+ } else {
976
+
977
+ gl.drawArrays( gl.POINTS, 0, count );
978
+
979
+ }
980
+
981
+ gl.endTransformFeedback();
982
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
983
+
984
+ // switch active buffers
985
+
986
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
987
+
988
+ const dualAttributeData = transformBuffers[ i ];
989
+
990
+ if ( dualAttributeData.pbo && this.has( dualAttributeData.pbo ) ) {
991
+
992
+ this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
993
+
994
+ }
995
+
996
+ dualAttributeData.switchBuffers();
997
+
998
+
999
+ }
1000
+
1001
+ }
1002
+
1003
+ /**
1004
+ * This method is executed at the end of a compute call and
1005
+ * finalizes work after compute tasks.
1006
+ *
1007
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
1008
+ */
1009
+ finishCompute( computeGroup ) {
1010
+
1011
+ const { state, gl } = this;
1012
+
1013
+ this.discard = false;
1014
+
1015
+ state.disable( gl.RASTERIZER_DISCARD );
1016
+
1017
+ this.prepareTimestampBuffer( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );
1018
+
1019
+ if ( this._currentContext ) {
1020
+
1021
+ this._setFramebuffer( this._currentContext );
1022
+
1023
+ }
1024
+
1025
+ }
1026
+
1027
+ /**
1028
+ * Internal to determine if the current render target is a render target array with depth 2D array texture.
1029
+ *
1030
+ * @param {RenderContext} renderContext - The render context.
1031
+ * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
1032
+ *
1033
+ * @private
1034
+ */
1035
+ _isRenderCameraDepthArray( renderContext ) {
1036
+
1037
+ return renderContext.depthTexture && renderContext.depthTexture.isArrayTexture && renderContext.camera.isArrayCamera;
1038
+
1039
+ }
1040
+
1041
+ /**
1042
+ * Internal draw function.
1043
+ *
1044
+ * @private
1045
+ * @param {Object3D} object - The object to render.
1046
+ * @param {WebGLBufferRenderer} renderer - The internal renderer.
1047
+ * @param {number} firstVertex - The first vertex to render.
1048
+ * @param {number} vertexCount - The vertex count.
1049
+ * @param {number} instanceCount - The intance count.
1050
+ * @param {WebGLProgram} programGPU - The raw WebGL shader program.
1051
+ */
1052
+ _draw( object, renderer, firstVertex, vertexCount, instanceCount, programGPU ) {
1053
+
1054
+ if ( object.isBatchedMesh ) {
1055
+
1056
+ if ( this.hasFeature( 'WEBGL_multi_draw' ) === false ) {
1057
+
1058
+ const { gl } = this;
1059
+
1060
+ const drawIdLocation = gl.getUniformLocation( programGPU, 'nodeUniformDrawId' );
1061
+
1062
+ const starts = object._multiDrawStarts;
1063
+ const counts = object._multiDrawCounts;
1064
+ const drawCount = object._multiDrawCount;
1065
+
1066
+ for ( let i = 0; i < drawCount; i ++ ) {
1067
+
1068
+ gl.uniform1ui( drawIdLocation, i );
1069
+ renderer.render( starts[ i ], counts[ i ] );
1070
+
1071
+ }
1072
+
1073
+ } else {
1074
+
1075
+ renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
1076
+
1077
+ }
1078
+
1079
+ } else if ( instanceCount > 1 ) {
1080
+
1081
+ renderer.renderInstances( firstVertex, vertexCount, instanceCount );
1082
+
1083
+ } else {
1084
+
1085
+ renderer.render( firstVertex, vertexCount );
1086
+
1087
+ }
1088
+
1089
+ }
1090
+
1091
+ /**
1092
+ * Executes a draw command for the given render object.
1093
+ *
1094
+ * @param {RenderObject} renderObject - The render object to draw.
1095
+ * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
1096
+ */
1097
+ draw( renderObject/*, info*/ ) {
1098
+
1099
+ const { object, pipeline, material, context, hardwareClippingPlanes } = renderObject;
1100
+ const { programGPU } = this.get( pipeline );
1101
+
1102
+ const { gl, state } = this;
1103
+
1104
+ const contextData = this.get( context );
1105
+
1106
+ const drawParams = renderObject.getDrawParameters();
1107
+
1108
+ if ( drawParams === null ) return;
1109
+
1110
+ //
1111
+
1112
+ this._bindUniforms( renderObject.getBindings() );
1113
+
1114
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 );
1115
+
1116
+ state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
1117
+
1118
+ if ( context.mrt !== null && context.textures !== null ) {
1119
+
1120
+ state.setMRTBlending( context.textures, context.mrt, material );
1121
+
1122
+ }
1123
+
1124
+ state.useProgram( programGPU );
1125
+
1126
+ // vertex state
1127
+
1128
+ const attributes = renderObject.getAttributes();
1129
+ const attributesData = this.get( attributes );
1130
+
1131
+ let vaoGPU = attributesData.vaoGPU;
1132
+
1133
+ if ( vaoGPU === undefined ) {
1134
+
1135
+ const vaoKey = this._getVaoKey( attributes );
1136
+
1137
+ vaoGPU = this.vaoCache[ vaoKey ];
1138
+
1139
+ if ( vaoGPU === undefined ) {
1140
+
1141
+ vaoGPU = this._createVao( attributes );
1142
+
1143
+ this.vaoCache[ vaoKey ] = vaoGPU;
1144
+ attributesData.vaoGPU = vaoGPU;
1145
+
1146
+ }
1147
+
1148
+ }
1149
+
1150
+ const index = renderObject.getIndex();
1151
+ const indexGPU = ( index !== null ) ? this.get( index ).bufferGPU : null;
1152
+
1153
+ state.setVertexState( vaoGPU, indexGPU );
1154
+
1155
+ //
1156
+
1157
+ const lastObject = contextData.lastOcclusionObject;
1158
+
1159
+ if ( lastObject !== object && lastObject !== undefined ) {
1160
+
1161
+ if ( lastObject !== null && lastObject.occlusionTest === true ) {
1162
+
1163
+ gl.endQuery( gl.ANY_SAMPLES_PASSED );
1164
+
1165
+ contextData.occlusionQueryIndex ++;
1166
+
1167
+ }
1168
+
1169
+ if ( object.occlusionTest === true ) {
1170
+
1171
+ const query = gl.createQuery();
1172
+
1173
+ gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
1174
+
1175
+ contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
1176
+ contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
1177
+
1178
+ }
1179
+
1180
+ contextData.lastOcclusionObject = object;
1181
+
1182
+ }
1183
+
1184
+ //
1185
+ const renderer = this.bufferRenderer;
1186
+
1187
+ if ( object.isPoints ) renderer.mode = gl.POINTS;
1188
+ else if ( object.isLineSegments ) renderer.mode = gl.LINES;
1189
+ else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
1190
+ else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
1191
+ else {
1192
+
1193
+ if ( material.wireframe === true ) {
1194
+
1195
+ state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
1196
+ renderer.mode = gl.LINES;
1197
+
1198
+ } else {
1199
+
1200
+ renderer.mode = gl.TRIANGLES;
1201
+
1202
+ }
1203
+
1204
+ }
1205
+
1206
+ //
1207
+
1208
+ const { vertexCount, instanceCount } = drawParams;
1209
+ let { firstVertex } = drawParams;
1210
+
1211
+ renderer.object = object;
1212
+
1213
+ if ( index !== null ) {
1214
+
1215
+ firstVertex *= index.array.BYTES_PER_ELEMENT;
1216
+
1217
+ const indexData = this.get( index );
1218
+
1219
+ renderer.index = index.count;
1220
+ renderer.type = indexData.type;
1221
+
1222
+ } else {
1223
+
1224
+ renderer.index = 0;
1225
+
1226
+ }
1227
+
1228
+ if ( renderObject.camera.isArrayCamera === true && renderObject.camera.cameras.length > 0 && renderObject.camera.isMultiViewCamera === false ) {
1229
+
1230
+ const cameraData = this.get( renderObject.camera );
1231
+ const cameras = renderObject.camera.cameras;
1232
+ const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' ).bindings[ 0 ];
1233
+
1234
+ if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {
1235
+
1236
+ const data = new Uint32Array( [ 0, 0, 0, 0 ] );
1237
+ const indexesGPU = [];
1238
+
1239
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1240
+
1241
+ const bufferGPU = gl.createBuffer();
1242
+
1243
+ data[ 0 ] = i;
1244
+
1245
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1246
+ gl.bufferData( gl.UNIFORM_BUFFER, data, gl.STATIC_DRAW );
1247
+
1248
+ indexesGPU.push( bufferGPU );
1249
+
1250
+ }
1251
+
1252
+ cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this
1253
+
1254
+ }
1255
+
1256
+ let cameraIndexBufferIndex = 0;
1257
+
1258
+ bindingsSearch: for ( const bindGroup of renderObject.getBindings() ) {
1259
+
1260
+ for ( const binding of bindGroup.bindings ) {
1261
+
1262
+ if ( binding === cameraIndex ) break bindingsSearch;
1263
+
1264
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) cameraIndexBufferIndex ++;
1265
+
1266
+ }
1267
+
1268
+ }
1269
+
1270
+ const renderTarget = this._currentContext.renderTarget;
1271
+
1272
+ const pixelRatio = ( renderTarget === null || renderTarget.isPostProcessingRenderTarget === true ) ? this.renderer.getPixelRatio() : 1;
1273
+ const isRenderCameraDepthArray = this._isRenderCameraDepthArray( this._currentContext );
1274
+ const prevActiveCubeFace = this._currentContext.activeCubeFace;
1275
+
1276
+ if ( isRenderCameraDepthArray ) {
1277
+
1278
+ // Clear the depth texture
1279
+ const textureData = this.get( renderTarget.depthTexture );
1280
+
1281
+ if ( textureData.clearedRenderId !== this.renderer._nodes.nodeFrame.renderId ) {
1282
+
1283
+ textureData.clearedRenderId = this.renderer._nodes.nodeFrame.renderId;
1284
+
1285
+ const { stencilBuffer } = renderTarget;
1286
+
1287
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1288
+
1289
+ this.renderer._activeCubeFace = i;
1290
+ this._currentContext.activeCubeFace = i;
1291
+
1292
+ this._setFramebuffer( this._currentContext );
1293
+ this.clear( false, true, stencilBuffer, this._currentContext, false, false );
1294
+
1295
+ }
1296
+
1297
+ this.renderer._activeCubeFace = prevActiveCubeFace;
1298
+ this._currentContext.activeCubeFace = prevActiveCubeFace;
1299
+
1300
+ }
1301
+
1302
+ }
1303
+
1304
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1305
+
1306
+ const subCamera = cameras[ i ];
1307
+
1308
+ if ( object.layers.test( subCamera.layers ) ) {
1309
+
1310
+ if ( isRenderCameraDepthArray ) {
1311
+
1312
+ // Update the active layer
1313
+ this.renderer._activeCubeFace = i;
1314
+ this._currentContext.activeCubeFace = i;
1315
+
1316
+ this._setFramebuffer( this._currentContext );
1317
+
1318
+ }
1319
+
1320
+ const vp = subCamera.viewport;
1321
+
1322
+ if ( vp !== undefined ) {
1323
+
1324
+ const x = vp.x * pixelRatio;
1325
+ const y = vp.y * pixelRatio;
1326
+ const width = vp.width * pixelRatio;
1327
+ const height = vp.height * pixelRatio;
1328
+
1329
+ state.viewport(
1330
+ Math.floor( x ),
1331
+ Math.floor( renderObject.context.height - height - y ),
1332
+ Math.floor( width ),
1333
+ Math.floor( height )
1334
+ );
1335
+
1336
+ }
1337
+
1338
+ state.bindBufferBase( gl.UNIFORM_BUFFER, cameraIndexBufferIndex, cameraData.indexesGPU[ i ] );
1339
+
1340
+ this._draw( object, renderer, firstVertex, vertexCount, instanceCount, programGPU );
1341
+
1342
+ }
1343
+
1344
+ this._currentContext.activeCubeFace = prevActiveCubeFace;
1345
+ this.renderer._activeCubeFace = prevActiveCubeFace;
1346
+
1347
+ }
1348
+
1349
+ } else {
1350
+
1351
+ this._draw( object, renderer, firstVertex, vertexCount, instanceCount, programGPU );
1352
+
1353
+ }
1354
+
1355
+ }
1356
+
1357
+ /**
1358
+ * Explain why always null is returned.
1359
+ *
1360
+ * @param {RenderObject} renderObject - The render object.
1361
+ * @return {boolean} Whether the render pipeline requires an update or not.
1362
+ */
1363
+ needsRenderUpdate( /*renderObject*/ ) {
1364
+
1365
+ return false;
1366
+
1367
+ }
1368
+
1369
+ /**
1370
+ * Explain why no cache key is computed.
1371
+ *
1372
+ * @param {RenderObject} renderObject - The render object.
1373
+ * @return {string} The cache key.
1374
+ */
1375
+ getRenderCacheKey( /*renderObject*/ ) {
1376
+
1377
+ return '';
1378
+
1379
+ }
1380
+
1381
+ // textures
1382
+
1383
+ /**
1384
+ * Creates a default texture for the given texture that can be used
1385
+ * as a placeholder until the actual texture is ready for usage.
1386
+ *
1387
+ * @param {Texture} texture - The texture to create a default texture for.
1388
+ */
1389
+ createDefaultTexture( texture ) {
1390
+
1391
+ this.textureUtils.createDefaultTexture( texture );
1392
+
1393
+ }
1394
+
1395
+ /**
1396
+ * Defines a texture on the GPU for the given texture object.
1397
+ *
1398
+ * @param {Texture} texture - The texture.
1399
+ * @param {Object} [options={}] - Optional configuration parameter.
1400
+ */
1401
+ createTexture( texture, options ) {
1402
+
1403
+ this.textureUtils.createTexture( texture, options );
1404
+
1405
+ }
1406
+
1407
+ /**
1408
+ * Uploads the updated texture data to the GPU.
1409
+ *
1410
+ * @param {Texture} texture - The texture.
1411
+ * @param {Object} [options={}] - Optional configuration parameter.
1412
+ */
1413
+ updateTexture( texture, options ) {
1414
+
1415
+ this.textureUtils.updateTexture( texture, options );
1416
+
1417
+ }
1418
+
1419
+ /**
1420
+ * Generates mipmaps for the given texture.
1421
+ *
1422
+ * @param {Texture} texture - The texture.
1423
+ */
1424
+ generateMipmaps( texture ) {
1425
+
1426
+ this.textureUtils.generateMipmaps( texture );
1427
+
1428
+ }
1429
+
1430
+ /**
1431
+ * Destroys the GPU data for the given texture object.
1432
+ *
1433
+ * @param {Texture} texture - The texture.
1434
+ * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
1435
+ */
1436
+ destroyTexture( texture, isDefaultTexture = false ) {
1437
+
1438
+ this.textureUtils.destroyTexture( texture, isDefaultTexture );
1439
+
1440
+ }
1441
+
1442
+ /**
1443
+ * Returns texture data as a typed array.
1444
+ *
1445
+ * @async
1446
+ * @param {Texture} texture - The texture to copy.
1447
+ * @param {number} x - The x coordinate of the copy origin.
1448
+ * @param {number} y - The y coordinate of the copy origin.
1449
+ * @param {number} width - The width of the copy.
1450
+ * @param {number} height - The height of the copy.
1451
+ * @param {number} faceIndex - The cube face, depth slice or array layer index.
1452
+ * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
1453
+ */
1454
+ async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
1455
+
1456
+ return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
1457
+
1458
+ }
1459
+
1460
+ /**
1461
+ * This method does nothing since WebGL 2 has no concept of samplers.
1462
+ *
1463
+ * @param {Sampler} binding - The sampler binding to update.
1464
+ * @return {string} The current sampler key.
1465
+ */
1466
+ updateSampler( /*binding*/ ) {
1467
+
1468
+ return '';
1469
+
1470
+ }
1471
+
1472
+ // node builder
1473
+
1474
+ /**
1475
+ * Returns a node builder for the given render object.
1476
+ *
1477
+ * @param {RenderObject} object - The render object.
1478
+ * @param {Renderer} renderer - The renderer.
1479
+ * @return {GLSLNodeBuilder} The node builder.
1480
+ */
1481
+ createNodeBuilder( object, renderer ) {
1482
+
1483
+ return new GLSLNodeBuilder( object, renderer );
1484
+
1485
+ }
1486
+
1487
+ // program
1488
+
1489
+ /**
1490
+ * Creates a shader program from the given programmable stage.
1491
+ *
1492
+ * @param {ProgrammableStage} program - The programmable stage.
1493
+ */
1494
+ createProgram( program ) {
1495
+
1496
+ const gl = this.gl;
1497
+ const { stage, code } = program;
1498
+
1499
+ const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
1500
+
1501
+ gl.shaderSource( shader, code );
1502
+ gl.compileShader( shader );
1503
+
1504
+ this.set( program, {
1505
+ shaderGPU: shader
1506
+ } );
1507
+
1508
+ }
1509
+
1510
+ /**
1511
+ * Destroys the shader program of the given programmable stage.
1512
+ *
1513
+ * @param {ProgrammableStage} program - The programmable stage.
1514
+ */
1515
+ destroyProgram( program ) {
1516
+
1517
+ this.delete( program );
1518
+
1519
+ }
1520
+
1521
+ /**
1522
+ * Creates a render pipeline for the given render object.
1523
+ *
1524
+ * @param {RenderObject} renderObject - The render object.
1525
+ * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
1526
+ */
1527
+ createRenderPipeline( renderObject, promises ) {
1528
+
1529
+ const gl = this.gl;
1530
+ const pipeline = renderObject.pipeline;
1531
+
1532
+ // Program
1533
+
1534
+ const { fragmentProgram, vertexProgram } = pipeline;
1535
+
1536
+ const programGPU = gl.createProgram();
1537
+
1538
+ const fragmentShader = this.get( fragmentProgram ).shaderGPU;
1539
+ const vertexShader = this.get( vertexProgram ).shaderGPU;
1540
+
1541
+ gl.attachShader( programGPU, fragmentShader );
1542
+ gl.attachShader( programGPU, vertexShader );
1543
+ gl.linkProgram( programGPU );
1544
+
1545
+ this.set( pipeline, {
1546
+ programGPU,
1547
+ fragmentShader,
1548
+ vertexShader
1549
+ } );
1550
+
1551
+ if ( promises !== null && this.parallel ) {
1552
+
1553
+ const p = new Promise( ( resolve /*, reject*/ ) => {
1554
+
1555
+ const parallel = this.parallel;
1556
+ const checkStatus = () => {
1557
+
1558
+ if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
1559
+
1560
+ this._completeCompile( renderObject, pipeline );
1561
+ resolve();
1562
+
1563
+ } else {
1564
+
1565
+ requestAnimationFrame( checkStatus );
1566
+
1567
+ }
1568
+
1569
+ };
1570
+
1571
+ checkStatus();
1572
+
1573
+ } );
1574
+
1575
+ promises.push( p );
1576
+
1577
+ return;
1578
+
1579
+ }
1580
+
1581
+ this._completeCompile( renderObject, pipeline );
1582
+
1583
+ }
1584
+
1585
+ /**
1586
+ * Formats the source code of error messages.
1587
+ *
1588
+ * @private
1589
+ * @param {string} string - The code.
1590
+ * @param {number} errorLine - The error line.
1591
+ * @return {string} The formatted code.
1592
+ */
1593
+ _handleSource( string, errorLine ) {
1594
+
1595
+ const lines = string.split( '\n' );
1596
+ const lines2 = [];
1597
+
1598
+ const from = Math.max( errorLine - 6, 0 );
1599
+ const to = Math.min( errorLine + 6, lines.length );
1600
+
1601
+ for ( let i = from; i < to; i ++ ) {
1602
+
1603
+ const line = i + 1;
1604
+ lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
1605
+
1606
+ }
1607
+
1608
+ return lines2.join( '\n' );
1609
+
1610
+ }
1611
+
1612
+ /**
1613
+ * Gets the shader compilation errors from the info log.
1614
+ *
1615
+ * @private
1616
+ * @param {WebGL2RenderingContext} gl - The rendering context.
1617
+ * @param {WebGLShader} shader - The WebGL shader object.
1618
+ * @param {string} type - The shader type.
1619
+ * @return {string} The shader errors.
1620
+ */
1621
+ _getShaderErrors( gl, shader, type ) {
1622
+
1623
+ const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
1624
+
1625
+ const shaderInfoLog = gl.getShaderInfoLog( shader ) || '';
1626
+ const errors = shaderInfoLog.trim();
1627
+
1628
+ if ( status && errors === '' ) return '';
1629
+
1630
+ const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
1631
+ if ( errorMatches ) {
1632
+
1633
+ const errorLine = parseInt( errorMatches[ 1 ] );
1634
+ return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
1635
+
1636
+ } else {
1637
+
1638
+ return errors;
1639
+
1640
+ }
1641
+
1642
+ }
1643
+
1644
+ /**
1645
+ * Logs shader compilation errors.
1646
+ *
1647
+ * @private
1648
+ * @param {WebGLProgram} programGPU - The WebGL program.
1649
+ * @param {WebGLShader} glFragmentShader - The fragment shader as a native WebGL shader object.
1650
+ * @param {WebGLShader} glVertexShader - The vertex shader as a native WebGL shader object.
1651
+ */
1652
+ _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
1653
+
1654
+ if ( this.renderer.debug.checkShaderErrors ) {
1655
+
1656
+ const gl = this.gl;
1657
+
1658
+ const programInfoLog = gl.getProgramInfoLog( programGPU ) || '';
1659
+ const programLog = programInfoLog.trim();
1660
+
1661
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1662
+
1663
+ if ( typeof this.renderer.debug.onShaderError === 'function' ) {
1664
+
1665
+ this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
1666
+
1667
+ } else {
1668
+
1669
+ // default error reporting
1670
+
1671
+ const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
1672
+ const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
1673
+
1674
+ error(
1675
+ 'WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
1676
+ 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
1677
+ 'Program Info Log: ' + programLog + '\n' +
1678
+ vertexErrors + '\n' +
1679
+ fragmentErrors
1680
+ );
1681
+
1682
+ }
1683
+
1684
+ } else if ( programLog !== '' ) {
1685
+
1686
+ warn( 'WebGLProgram: Program Info Log:', programLog );
1687
+
1688
+ }
1689
+
1690
+ }
1691
+
1692
+ }
1693
+
1694
+ /**
1695
+ * Completes the shader program setup for the given render object.
1696
+ *
1697
+ * @private
1698
+ * @param {RenderObject} renderObject - The render object.
1699
+ * @param {RenderPipeline} pipeline - The render pipeline.
1700
+ */
1701
+ _completeCompile( renderObject, pipeline ) {
1702
+
1703
+ const { state, gl } = this;
1704
+ const pipelineData = this.get( pipeline );
1705
+ const { programGPU, fragmentShader, vertexShader } = pipelineData;
1706
+
1707
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1708
+
1709
+ this._logProgramError( programGPU, fragmentShader, vertexShader );
1710
+
1711
+ }
1712
+
1713
+ state.useProgram( programGPU );
1714
+
1715
+ // Bindings
1716
+
1717
+ const bindings = renderObject.getBindings();
1718
+
1719
+ this._setupBindings( bindings, programGPU );
1720
+
1721
+ //
1722
+
1723
+ this.set( pipeline, {
1724
+ programGPU,
1725
+ pipeline: programGPU
1726
+ } );
1727
+
1728
+ }
1729
+
1730
+ /**
1731
+ * Creates a compute pipeline for the given compute node.
1732
+ *
1733
+ * @param {ComputePipeline} computePipeline - The compute pipeline.
1734
+ * @param {Array<BindGroup>} bindings - The bindings.
1735
+ * @param {?Array<Promise>} [promises=null] - Optional compilation promises.
1736
+ */
1737
+ createComputePipeline( computePipeline, bindings, promises = null ) {
1738
+
1739
+ const { gl } = this;
1740
+
1741
+ // Program
1742
+
1743
+ const fragmentProgram = {
1744
+ stage: 'fragment',
1745
+ code: '#version 300 es\nprecision highp float;\nvoid main() {}'
1746
+ };
1747
+
1748
+ this.createProgram( fragmentProgram );
1749
+
1750
+ const { computeProgram } = computePipeline;
1751
+
1752
+ const programGPU = gl.createProgram();
1753
+
1754
+ const fragmentShader = this.get( fragmentProgram ).shaderGPU;
1755
+ const vertexShader = this.get( computeProgram ).shaderGPU;
1756
+
1757
+ const transforms = computeProgram.transforms;
1758
+
1759
+ const transformVaryingNames = [];
1760
+ const transformAttributeNodes = [];
1761
+
1762
+ for ( let i = 0; i < transforms.length; i ++ ) {
1763
+
1764
+ const transform = transforms[ i ];
1765
+
1766
+ transformVaryingNames.push( transform.varyingName );
1767
+ transformAttributeNodes.push( transform.attributeNode );
1768
+
1769
+ }
1770
+
1771
+ gl.attachShader( programGPU, fragmentShader );
1772
+ gl.attachShader( programGPU, vertexShader );
1773
+
1774
+ gl.transformFeedbackVaryings(
1775
+ programGPU,
1776
+ transformVaryingNames,
1777
+ gl.SEPARATE_ATTRIBS
1778
+ );
1779
+
1780
+ gl.linkProgram( programGPU );
1781
+
1782
+ const attributeNodes = computeProgram.attributes;
1783
+ const attributes = [];
1784
+ const transformBuffers = [];
1785
+
1786
+ for ( let i = 0; i < attributeNodes.length; i ++ ) {
1787
+
1788
+ const attribute = attributeNodes[ i ].node.attribute;
1789
+
1790
+ attributes.push( attribute );
1791
+
1792
+ if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1793
+
1794
+ }
1795
+
1796
+ for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
1797
+
1798
+ const attribute = transformAttributeNodes[ i ].attribute;
1799
+
1800
+ if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1801
+
1802
+ const attributeData = this.get( attribute );
1803
+
1804
+ transformBuffers.push( attributeData );
1805
+
1806
+ }
1807
+
1808
+ // Store pipeline data
1809
+
1810
+ this.set( computePipeline, {
1811
+ programGPU,
1812
+ fragmentShader,
1813
+ vertexShader,
1814
+ transformBuffers,
1815
+ attributes
1816
+ } );
1817
+
1818
+ if ( promises !== null && this.parallel ) {
1819
+
1820
+ const parallel = this.parallel;
1821
+
1822
+ const p = new Promise( ( resolve ) => {
1823
+
1824
+ const checkStatus = () => {
1825
+
1826
+ if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
1827
+
1828
+ this._completeComputeCompile( computePipeline, bindings );
1829
+ resolve();
1830
+
1831
+ } else {
1832
+
1833
+ requestAnimationFrame( checkStatus );
1834
+
1835
+ }
1836
+
1837
+ };
1838
+
1839
+ checkStatus();
1840
+
1841
+ } );
1842
+
1843
+ promises.push( p );
1844
+ return;
1845
+
1846
+ }
1847
+
1848
+ // Sync fallback
1849
+ this._completeComputeCompile( computePipeline, bindings );
1850
+
1851
+ }
1852
+
1853
+ /**
1854
+ * Completes the compute pipeline setup for the given compute pipeline.
1855
+ *
1856
+ * @param {ComputePipeline} computePipeline - The compute pipeline.
1857
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
1858
+ */
1859
+ _completeComputeCompile( computePipeline, bindings ) {
1860
+
1861
+ const { state, gl } = this;
1862
+ const { programGPU, fragmentShader, vertexShader } = this.get( computePipeline );
1863
+
1864
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1865
+
1866
+ this._logProgramError( programGPU, fragmentShader, vertexShader );
1867
+
1868
+ }
1869
+
1870
+ state.useProgram( programGPU );
1871
+
1872
+ // Bindings (must be after link completion)
1873
+ this._setupBindings( bindings, programGPU );
1874
+
1875
+ }
1876
+
1877
+ /**
1878
+ * Creates bindings from the given bind group definition.
1879
+ *
1880
+ * @param {BindGroup} bindGroup - The bind group.
1881
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
1882
+ * @param {string} cacheKey - The cache key.
1883
+ * @param {number} version - The version.
1884
+ */
1885
+ createBindings( bindGroup, bindings /*, cacheKey, version*/ ) {
1886
+
1887
+ if ( this._knownBindings.has( bindings ) === false ) {
1888
+
1889
+ this._knownBindings.add( bindings );
1890
+
1891
+ let uniformBuffers = 0;
1892
+ let textures = 0;
1893
+
1894
+ for ( const bindGroup of bindings ) {
1895
+
1896
+ this.set( bindGroup, {
1897
+ textures: textures,
1898
+ uniformBuffers: uniformBuffers
1899
+ } );
1900
+
1901
+ for ( const binding of bindGroup.bindings ) {
1902
+
1903
+ if ( binding.isUniformBuffer ) uniformBuffers ++;
1904
+ if ( binding.isSampledTexture ) textures ++;
1905
+
1906
+ }
1907
+
1908
+ }
1909
+
1910
+ }
1911
+
1912
+ this.updateBindings( bindGroup, bindings );
1913
+
1914
+ }
1915
+
1916
+ /**
1917
+ * Updates the given bind group definition.
1918
+ *
1919
+ * @param {BindGroup} bindGroup - The bind group.
1920
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
1921
+ * @param {string} cacheKey - The cache key.
1922
+ * @param {number} version - The version.
1923
+ */
1924
+ updateBindings( bindGroup /*, bindings, cacheKey, version*/ ) {
1925
+
1926
+ const { gl } = this;
1927
+
1928
+ for ( const binding of bindGroup.bindings ) {
1929
+
1930
+ const map = this.get( binding );
1931
+
1932
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
1933
+
1934
+ const array = binding.buffer;
1935
+ const bufferGPU = map.bufferGPU;
1936
+
1937
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1938
+
1939
+ // update
1940
+
1941
+ const updateRanges = binding.updateRanges;
1942
+
1943
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1944
+
1945
+ if ( updateRanges.length === 0 ) {
1946
+
1947
+ gl.bufferData( gl.UNIFORM_BUFFER, array, gl.DYNAMIC_DRAW );
1948
+
1949
+ } else {
1950
+
1951
+ const isTyped = isTypedArray( array );
1952
+ const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;
1953
+
1954
+ for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
1955
+
1956
+ const range = updateRanges[ i ];
1957
+
1958
+ const dataOffset = range.start * byteOffsetFactor;
1959
+ const size = range.count * byteOffsetFactor;
1960
+
1961
+ const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes
1962
+
1963
+ gl.bufferSubData( gl.UNIFORM_BUFFER, bufferOffset, array, dataOffset, size );
1964
+
1965
+ }
1966
+
1967
+ }
1968
+
1969
+ this.set( binding, map );
1970
+
1971
+ } else if ( binding.isSampledTexture ) {
1972
+
1973
+ const { textureGPU, glTextureType } = this.get( binding.texture );
1974
+
1975
+ map.textureGPU = textureGPU;
1976
+ map.glTextureType = glTextureType;
1977
+
1978
+ this.set( binding, map );
1979
+
1980
+ }
1981
+
1982
+ }
1983
+
1984
+ }
1985
+
1986
+ /**
1987
+ * Updates a buffer binding.
1988
+ *
1989
+ * @param {Buffer} binding - The buffer binding to update.
1990
+ */
1991
+ updateBinding( binding ) {
1992
+
1993
+ const gl = this.gl;
1994
+
1995
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
1996
+
1997
+ const bindingData = this.get( binding );
1998
+ const bufferGPU = bindingData.bufferGPU;
1999
+ const array = binding.buffer;
2000
+
2001
+ const updateRanges = binding.updateRanges;
2002
+
2003
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
2004
+
2005
+ if ( updateRanges.length === 0 ) {
2006
+
2007
+ gl.bufferData( gl.UNIFORM_BUFFER, array, gl.DYNAMIC_DRAW );
2008
+
2009
+ } else {
2010
+
2011
+ const isTyped = isTypedArray( array );
2012
+ const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;
2013
+
2014
+ // Update ranges arrive sorted and non-overlapping which makes
2015
+ // it easy to merge contiguous ranges.
2016
+
2017
+ let start = updateRanges[ 0 ].start; // start of the current merged range
2018
+
2019
+ for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
2020
+
2021
+ const range = updateRanges[ i ];
2022
+ const next = updateRanges[ i + 1 ];
2023
+
2024
+ const end = range.start + range.count; // exclusive end of the current range
2025
+
2026
+ // keep merging while the next range is contiguous
2027
+
2028
+ if ( next !== undefined && next.start === end ) continue;
2029
+
2030
+ // write the merged range
2031
+
2032
+ const dataOffset = start * byteOffsetFactor;
2033
+ const size = ( end - start ) * byteOffsetFactor;
2034
+
2035
+ const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes
2036
+
2037
+ gl.bufferSubData( gl.UNIFORM_BUFFER, bufferOffset, array, dataOffset, size );
2038
+
2039
+ // start next if possible
2040
+
2041
+ if ( next !== undefined ) start = next.start;
2042
+
2043
+ }
2044
+
2045
+ }
2046
+
2047
+ }
2048
+
2049
+ }
2050
+
2051
+ // attributes
2052
+
2053
+ /**
2054
+ * Creates a uniform buffer.
2055
+ *
2056
+ * @param {Buffer} uniformBuffer - The uniform buffer.
2057
+ */
2058
+ createUniformBuffer( uniformBuffer ) {
2059
+
2060
+ const uniformBufferData = this.get( uniformBuffer );
2061
+
2062
+ if ( uniformBufferData.bufferGPU === undefined ) {
2063
+
2064
+ const gl = this.gl;
2065
+ const array = uniformBuffer.buffer;
2066
+
2067
+ uniformBufferData.bufferGPU = gl.createBuffer();
2068
+
2069
+ gl.bindBuffer( gl.UNIFORM_BUFFER, uniformBufferData.bufferGPU );
2070
+ gl.bufferData( gl.UNIFORM_BUFFER, array.byteLength, gl.DYNAMIC_DRAW );
2071
+
2072
+ }
2073
+
2074
+ }
2075
+
2076
+ /**
2077
+ * Destroys the GPU data for the given uniform buffer.
2078
+ *
2079
+ * @param {Buffer} uniformBuffer - The uniform buffer.
2080
+ */
2081
+ destroyUniformBuffer( uniformBuffer ) {
2082
+
2083
+ const uniformBufferData = this.get( uniformBuffer );
2084
+
2085
+ this.gl.deleteBuffer( uniformBufferData.bufferGPU );
2086
+
2087
+ this.delete( uniformBuffer );
2088
+
2089
+ }
2090
+
2091
+ /**
2092
+ * Creates the GPU buffer of an indexed shader attribute.
2093
+ *
2094
+ * @param {BufferAttribute} attribute - The indexed buffer attribute.
2095
+ */
2096
+ createIndexAttribute( attribute ) {
2097
+
2098
+ const gl = this.gl;
2099
+
2100
+ this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
2101
+
2102
+ }
2103
+
2104
+ /**
2105
+ * Creates the GPU buffer of a shader attribute.
2106
+ *
2107
+ * @param {BufferAttribute} attribute - The buffer attribute.
2108
+ */
2109
+ createAttribute( attribute ) {
2110
+
2111
+ if ( this.has( attribute ) ) return;
2112
+
2113
+ const gl = this.gl;
2114
+
2115
+ this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
2116
+
2117
+ }
2118
+
2119
+ /**
2120
+ * Creates the GPU buffer of a storage attribute.
2121
+ *
2122
+ * @param {BufferAttribute} attribute - The buffer attribute.
2123
+ */
2124
+ createStorageAttribute( attribute ) {
2125
+
2126
+ if ( this.has( attribute ) ) return;
2127
+
2128
+ const gl = this.gl;
2129
+
2130
+ this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
2131
+
2132
+ }
2133
+
2134
+ /**
2135
+ * Updates the GPU buffer of a shader attribute.
2136
+ *
2137
+ * @param {BufferAttribute} attribute - The buffer attribute to update.
2138
+ */
2139
+ updateAttribute( attribute ) {
2140
+
2141
+ this.attributeUtils.updateAttribute( attribute );
2142
+
2143
+ }
2144
+
2145
+ /**
2146
+ * Destroys the GPU buffer of a shader attribute.
2147
+ *
2148
+ * @param {BufferAttribute} attribute - The buffer attribute to destroy.
2149
+ */
2150
+ destroyAttribute( attribute ) {
2151
+
2152
+ this.attributeUtils.destroyAttribute( attribute );
2153
+
2154
+ }
2155
+
2156
+ /**
2157
+ * Checks if the given feature is supported by the backend.
2158
+ *
2159
+ * @param {string} name - The feature's name.
2160
+ * @return {boolean} Whether the feature is supported or not.
2161
+ */
2162
+ hasFeature( name ) {
2163
+
2164
+ const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
2165
+
2166
+ const extensions = this.extensions;
2167
+
2168
+ for ( let i = 0; i < keysMatching.length; i ++ ) {
2169
+
2170
+ if ( extensions.has( keysMatching[ i ] ) ) return true;
2171
+
2172
+ }
2173
+
2174
+ return false;
2175
+
2176
+ }
2177
+
2178
+ /**
2179
+ * Copies data of the given source texture to the given destination texture.
2180
+ *
2181
+ * @param {Texture} srcTexture - The source texture.
2182
+ * @param {Texture} dstTexture - The destination texture.
2183
+ * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
2184
+ * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
2185
+ * @param {number} [srcLevel=0] - The source mip level to copy from.
2186
+ * @param {number} [dstLevel=0] - The destination mip level to copy to.
2187
+ */
2188
+ copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
2189
+
2190
+ this.textureUtils.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
2191
+
2192
+ }
2193
+
2194
+ /**
2195
+ * Copies the current bound framebuffer to the given texture.
2196
+ *
2197
+ * @param {Texture} texture - The destination texture.
2198
+ * @param {RenderContext} renderContext - The render context.
2199
+ * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
2200
+ */
2201
+ copyFramebufferToTexture( texture, renderContext, rectangle ) {
2202
+
2203
+ this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );
2204
+
2205
+ }
2206
+
2207
+ /**
2208
+ * Checks if the given compatibility is supported by the backend.
2209
+ *
2210
+ * @param {string} name - The compatibility name.
2211
+ * @return {boolean} Whether the compatibility is supported or not.
2212
+ */
2213
+ hasCompatibility( name ) {
2214
+
2215
+ if ( name === Compatibility.TEXTURE_COMPARE ) return true;
2216
+
2217
+ return super.hasCompatibility( name );
2218
+
2219
+ }
2220
+
2221
+ /**
2222
+ * Initializes the render target defined in the given render context.
2223
+ *
2224
+ * @param {RenderContext} renderContext - The render context.
2225
+ */
2226
+ initRenderTarget( renderContext ) {
2227
+
2228
+ const { gl, state } = this;
2229
+
2230
+ this._setFramebuffer( renderContext );
2231
+
2232
+ state.bindFramebuffer( gl.FRAMEBUFFER, null );
2233
+
2234
+ }
2235
+
2236
+ /**
2237
+ * Configures the active framebuffer from the given render context.
2238
+ *
2239
+ * @private
2240
+ * @param {RenderContext} descriptor - The render context.
2241
+ */
2242
+ _setFramebuffer( descriptor ) {
2243
+
2244
+ const { gl, state } = this;
2245
+
2246
+ let currentFrameBuffer = null;
2247
+
2248
+ if ( descriptor.textures !== null ) {
2249
+
2250
+ const renderTarget = descriptor.renderTarget;
2251
+ const renderTargetContextData = this.get( renderTarget );
2252
+ const { depthBuffer, stencilBuffer } = renderTarget;
2253
+
2254
+ const isCube = renderTarget.isCubeRenderTarget === true;
2255
+ const isRenderTarget3D = renderTarget.isRenderTarget3D === true;
2256
+ const isRenderTargetArray = renderTarget.depth > 1;
2257
+ const isXRRenderTarget = renderTarget.isXRRenderTarget === true;
2258
+ const _hasExternalTextures = ( isXRRenderTarget === true && renderTarget._hasExternalTextures === true );
2259
+
2260
+ let msaaFb = renderTargetContextData.msaaFrameBuffer;
2261
+ let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
2262
+ const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
2263
+ const multiviewExt = this.extensions.get( 'OVR_multiview2' );
2264
+ const useMultisampledRTT = this._useMultisampledExtension( renderTarget );
2265
+
2266
+ let samples = renderTarget.samples;
2267
+
2268
+ if ( descriptor.depthTexture !== null && descriptor.depthTexture.renderTarget !== renderTarget && useMultisampledRTT === false ) {
2269
+
2270
+ if ( samples > 0 ) {
2271
+
2272
+ warnOnce( 'WebGLBackend: Shared depth texture is not supported with MSAA when "WEBGL_multisampled_render_to_texture" is unsupported. Falling back to single-sample rendering.' );
2273
+ samples = 0;
2274
+
2275
+ }
2276
+
2277
+ }
2278
+
2279
+ const cacheKey = getCacheKey( descriptor );
2280
+
2281
+ let fb;
2282
+
2283
+ if ( isCube ) {
2284
+
2285
+ renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
2286
+
2287
+ fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
2288
+
2289
+ } else if ( isXRRenderTarget && _hasExternalTextures === false ) {
2290
+
2291
+ fb = this._xrFramebuffer;
2292
+
2293
+ } else {
2294
+
2295
+ renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
2296
+
2297
+ fb = renderTargetContextData.framebuffers[ cacheKey ];
2298
+
2299
+ }
2300
+
2301
+ if ( fb === undefined ) {
2302
+
2303
+ fb = gl.createFramebuffer();
2304
+
2305
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2306
+
2307
+ const textures = descriptor.textures;
2308
+ const depthInvalidationArray = [];
2309
+
2310
+ if ( isCube ) {
2311
+
2312
+ renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
2313
+
2314
+ const { textureGPU } = this.get( textures[ 0 ] );
2315
+
2316
+ const cubeFace = this.renderer._activeCubeFace;
2317
+ const mipLevel = this.renderer._activeMipmapLevel;
2318
+
2319
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, mipLevel );
2320
+
2321
+ } else {
2322
+
2323
+ renderTargetContextData.framebuffers[ cacheKey ] = fb;
2324
+
2325
+ for ( let i = 0; i < textures.length; i ++ ) {
2326
+
2327
+ const texture = textures[ i ];
2328
+ const textureData = this.get( texture );
2329
+ textureData.renderTarget = descriptor.renderTarget;
2330
+ textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
2331
+
2332
+ const attachment = gl.COLOR_ATTACHMENT0 + i;
2333
+
2334
+ if ( renderTarget.multiview ) {
2335
+
2336
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, attachment, textureData.textureGPU, 0, samples, 0, 2 );
2337
+
2338
+ } else if ( isRenderTarget3D || isRenderTargetArray ) {
2339
+
2340
+ const layer = this.renderer._activeCubeFace;
2341
+ const mipLevel = this.renderer._activeMipmapLevel;
2342
+
2343
+ gl.framebufferTextureLayer( gl.FRAMEBUFFER, attachment, textureData.textureGPU, mipLevel, layer );
2344
+
2345
+ } else {
2346
+
2347
+ if ( useMultisampledRTT ) {
2348
+
2349
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2350
+
2351
+ } else {
2352
+
2353
+ const mipLevel = this.renderer._activeMipmapLevel;
2354
+
2355
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, mipLevel );
2356
+
2357
+ }
2358
+
2359
+ }
2360
+
2361
+ }
2362
+
2363
+ }
2364
+
2365
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2366
+
2367
+ if ( renderTarget._autoAllocateDepthBuffer === true ) {
2368
+
2369
+ const renderbuffer = gl.createRenderbuffer();
2370
+ this.textureUtils.setupRenderBufferStorage( renderbuffer, descriptor, 0, useMultisampledRTT );
2371
+ renderTargetContextData.xrDepthRenderbuffer = renderbuffer;
2372
+ depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );
2373
+
2374
+ gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
2375
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );
2376
+
2377
+
2378
+ } else {
2379
+
2380
+ if ( descriptor.depthTexture !== null ) {
2381
+
2382
+ depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );
2383
+
2384
+ const textureData = this.get( descriptor.depthTexture );
2385
+ textureData.renderTarget = descriptor.renderTarget;
2386
+ textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
2387
+
2388
+ if ( renderTarget.multiview ) {
2389
+
2390
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
2391
+
2392
+ } else if ( _hasExternalTextures && useMultisampledRTT ) {
2393
+
2394
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2395
+
2396
+ } else {
2397
+
2398
+ if ( descriptor.depthTexture.isArrayTexture ) {
2399
+
2400
+ const layer = this.renderer._activeCubeFace;
2401
+
2402
+ gl.framebufferTextureLayer( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, layer );
2403
+
2404
+ } else if ( descriptor.depthTexture.isCubeTexture ) {
2405
+
2406
+ const cubeFace = this.renderer._activeCubeFace;
2407
+
2408
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureData.textureGPU, 0 );
2409
+
2410
+ } else {
2411
+
2412
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2413
+
2414
+ }
2415
+
2416
+ }
2417
+
2418
+ }
2419
+
2420
+ }
2421
+
2422
+ renderTargetContextData.depthInvalidationArray = depthInvalidationArray;
2423
+
2424
+
2425
+ } else {
2426
+
2427
+ const isRenderCameraDepthArray = this._isRenderCameraDepthArray( descriptor );
2428
+
2429
+ if ( isRenderCameraDepthArray ) {
2430
+
2431
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2432
+
2433
+ const layer = this.renderer._activeCubeFace;
2434
+
2435
+ const depthData = this.get( descriptor.depthTexture );
2436
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2437
+ gl.framebufferTextureLayer(
2438
+ gl.FRAMEBUFFER,
2439
+ depthStyle,
2440
+ depthData.textureGPU,
2441
+ 0,
2442
+ layer
2443
+ );
2444
+
2445
+ }
2446
+
2447
+ // rebind external XR textures
2448
+
2449
+ if ( ( isXRRenderTarget || useMultisampledRTT || renderTarget.multiview ) && ( renderTarget._isOpaqueFramebuffer !== true ) ) {
2450
+
2451
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2452
+
2453
+ // rebind color
2454
+
2455
+ const textureData = this.get( descriptor.textures[ 0 ] );
2456
+
2457
+ if ( renderTarget.multiview ) {
2458
+
2459
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, textureData.textureGPU, 0, samples, 0, 2 );
2460
+
2461
+ } else if ( useMultisampledRTT ) {
2462
+
2463
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2464
+
2465
+ } else {
2466
+
2467
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2468
+
2469
+ }
2470
+
2471
+ // rebind depth
2472
+
2473
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2474
+
2475
+ if ( renderTarget._autoAllocateDepthBuffer === true ) {
2476
+
2477
+ const renderbuffer = renderTargetContextData.xrDepthRenderbuffer;
2478
+ gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
2479
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );
2480
+
2481
+ } else {
2482
+
2483
+ const textureData = this.get( descriptor.depthTexture );
2484
+
2485
+ if ( renderTarget.multiview ) {
2486
+
2487
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
2488
+
2489
+ } else if ( useMultisampledRTT ) {
2490
+
2491
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2492
+
2493
+ } else {
2494
+
2495
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2496
+
2497
+ }
2498
+
2499
+ }
2500
+
2501
+ }
2502
+
2503
+ }
2504
+
2505
+ if ( samples > 0 && useMultisampledRTT === false && ! renderTarget.multiview ) {
2506
+
2507
+ if ( msaaFb === undefined ) {
2508
+
2509
+ msaaFb = gl.createFramebuffer();
2510
+
2511
+ state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
2512
+
2513
+ const msaaRenderbuffers = [];
2514
+
2515
+ const textures = descriptor.textures;
2516
+
2517
+ for ( let i = 0; i < textures.length; i ++ ) {
2518
+
2519
+ msaaRenderbuffers[ i ] = gl.createRenderbuffer();
2520
+
2521
+ gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2522
+
2523
+ const texture = descriptor.textures[ i ];
2524
+ const textureData = this.get( texture );
2525
+
2526
+ gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
2527
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2528
+
2529
+
2530
+ }
2531
+
2532
+ gl.bindRenderbuffer( gl.RENDERBUFFER, null );
2533
+
2534
+ renderTargetContextData.msaaFrameBuffer = msaaFb;
2535
+ renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
2536
+
2537
+ if ( depthBuffer && depthRenderbuffer === undefined ) {
2538
+
2539
+ depthRenderbuffer = gl.createRenderbuffer();
2540
+ this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor, samples );
2541
+
2542
+ renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
2543
+
2544
+ }
2545
+
2546
+ }
2547
+
2548
+ currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
2549
+
2550
+ } else {
2551
+
2552
+ currentFrameBuffer = fb;
2553
+
2554
+ }
2555
+
2556
+ state.drawBuffers( descriptor, fb );
2557
+
2558
+ }
2559
+
2560
+ state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
2561
+
2562
+ }
2563
+
2564
+ /**
2565
+ * Computes the VAO key for the given index and attributes.
2566
+ *
2567
+ * @private
2568
+ * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
2569
+ * @return {string} The VAO key.
2570
+ */
2571
+ _getVaoKey( attributes ) {
2572
+
2573
+ let key = '';
2574
+
2575
+ for ( let i = 0; i < attributes.length; i ++ ) {
2576
+
2577
+ const attributeData = this.get( attributes[ i ] );
2578
+
2579
+ key += ':' + attributeData.id;
2580
+
2581
+ }
2582
+
2583
+ return key;
2584
+
2585
+ }
2586
+
2587
+ /**
2588
+ * Creates a VAO from the index and attributes.
2589
+ *
2590
+ * @private
2591
+ * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
2592
+ * @return {Object} The VAO data.
2593
+ */
2594
+ _createVao( attributes ) {
2595
+
2596
+ const { gl } = this;
2597
+
2598
+ const vaoGPU = gl.createVertexArray();
2599
+
2600
+ gl.bindVertexArray( vaoGPU );
2601
+
2602
+ for ( let i = 0; i < attributes.length; i ++ ) {
2603
+
2604
+ const attribute = attributes[ i ];
2605
+ const attributeData = this.get( attribute );
2606
+
2607
+ gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
2608
+ gl.enableVertexAttribArray( i );
2609
+
2610
+ let stride, offset;
2611
+
2612
+ if ( attribute.isInterleavedBufferAttribute === true ) {
2613
+
2614
+ stride = attribute.data.stride * attributeData.bytesPerElement;
2615
+ offset = attribute.offset * attributeData.bytesPerElement;
2616
+
2617
+ } else {
2618
+
2619
+ stride = 0;
2620
+ offset = 0;
2621
+
2622
+ }
2623
+
2624
+ if ( attributeData.isInteger ) {
2625
+
2626
+ gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
2627
+
2628
+ } else {
2629
+
2630
+ gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
2631
+
2632
+ }
2633
+
2634
+ if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
2635
+
2636
+ gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
2637
+
2638
+ } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
2639
+
2640
+ gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
2641
+
2642
+ }
2643
+
2644
+ }
2645
+
2646
+ gl.bindBuffer( gl.ARRAY_BUFFER, null );
2647
+
2648
+ return vaoGPU;
2649
+
2650
+ }
2651
+
2652
+ /**
2653
+ * Creates a transform feedback from the given transform buffers.
2654
+ *
2655
+ * @private
2656
+ * @param {Array<DualAttributeData>} transformBuffers - The transform buffers.
2657
+ * @return {WebGLTransformFeedback} The transform feedback.
2658
+ */
2659
+ _getTransformFeedback( transformBuffers ) {
2660
+
2661
+ let key = '';
2662
+
2663
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
2664
+
2665
+ key += ':' + transformBuffers[ i ].id;
2666
+
2667
+ }
2668
+
2669
+ let transformFeedbackGPU = this.transformFeedbackCache[ key ];
2670
+
2671
+ if ( transformFeedbackGPU !== undefined ) {
2672
+
2673
+ return transformFeedbackGPU;
2674
+
2675
+ }
2676
+
2677
+ const { gl } = this;
2678
+
2679
+ transformFeedbackGPU = gl.createTransformFeedback();
2680
+
2681
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
2682
+
2683
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
2684
+
2685
+ const attributeData = transformBuffers[ i ];
2686
+
2687
+ gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
2688
+
2689
+ }
2690
+
2691
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
2692
+
2693
+ this.transformFeedbackCache[ key ] = transformFeedbackGPU;
2694
+
2695
+ return transformFeedbackGPU;
2696
+
2697
+ }
2698
+
2699
+ /**
2700
+ * Setups the given bindings.
2701
+ *
2702
+ * @private
2703
+ * @param {Array<BindGroup>} bindings - The bindings.
2704
+ * @param {WebGLProgram} programGPU - The WebGL program.
2705
+ */
2706
+ _setupBindings( bindings, programGPU ) {
2707
+
2708
+ const gl = this.gl;
2709
+
2710
+ let uniformBuffers = 0;
2711
+ let textures = 0;
2712
+
2713
+ for ( const bindGroup of bindings ) {
2714
+
2715
+ for ( const binding of bindGroup.bindings ) {
2716
+
2717
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
2718
+
2719
+ const index = uniformBuffers ++;
2720
+ const location = gl.getUniformBlockIndex( programGPU, binding.name );
2721
+ gl.uniformBlockBinding( programGPU, location, index );
2722
+
2723
+ } else if ( binding.isSampledTexture ) {
2724
+
2725
+ const index = textures ++;
2726
+ const location = gl.getUniformLocation( programGPU, binding.name );
2727
+ gl.uniform1i( location, index );
2728
+
2729
+ }
2730
+
2731
+ }
2732
+
2733
+ }
2734
+
2735
+ }
2736
+
2737
+ /**
2738
+ * Binds the given uniforms.
2739
+ *
2740
+ * @private
2741
+ * @param {Array<BindGroup>} bindings - The bindings.
2742
+ */
2743
+ _bindUniforms( bindings ) {
2744
+
2745
+ const { gl, state } = this;
2746
+
2747
+ let uniformBuffers = 0;
2748
+ let textures = 0;
2749
+
2750
+ for ( const bindGroup of bindings ) {
2751
+
2752
+ for ( const binding of bindGroup.bindings ) {
2753
+
2754
+ const bindingData = this.get( binding );
2755
+
2756
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
2757
+
2758
+ const index = uniformBuffers ++;
2759
+ // TODO USE bindBufferRange to group multiple uniform buffers
2760
+ state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
2761
+
2762
+ } else if ( binding.isSampledTexture ) {
2763
+
2764
+ const index = textures ++;
2765
+ state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
2766
+
2767
+ }
2768
+
2769
+ }
2770
+
2771
+ }
2772
+
2773
+ }
2774
+
2775
+ /**
2776
+ * The method ensures multisampled render targets are resolved.
2777
+ *
2778
+ * @private
2779
+ * @param {RenderContext} renderContext - The render context.
2780
+ */
2781
+ _resolveRenderTarget( renderContext ) {
2782
+
2783
+ const { gl, state } = this;
2784
+
2785
+ const renderTarget = renderContext.renderTarget;
2786
+
2787
+ if ( renderContext.textures !== null && renderTarget ) {
2788
+
2789
+ const renderTargetContextData = this.get( renderTarget );
2790
+
2791
+ if ( renderTarget.samples > 0 && renderTargetContextData.msaaFrameBuffer !== undefined && this._useMultisampledExtension( renderTarget ) === false ) {
2792
+
2793
+ const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
2794
+
2795
+ let mask = renderTarget.resolveColorBuffer === false ? 0 : gl.COLOR_BUFFER_BIT;
2796
+
2797
+ if ( renderTarget.resolveDepthBuffer ) {
2798
+
2799
+ if ( renderTarget.depthBuffer ) mask |= gl.DEPTH_BUFFER_BIT;
2800
+ if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= gl.STENCIL_BUFFER_BIT;
2801
+
2802
+ }
2803
+
2804
+ const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
2805
+ const msaaRenderbuffers = renderTargetContextData.msaaRenderbuffers;
2806
+
2807
+ const textures = renderContext.textures;
2808
+ const isMRT = textures.length > 1;
2809
+
2810
+ state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
2811
+ state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
2812
+
2813
+ if ( isMRT ) {
2814
+
2815
+ // blitFramebuffer() can only copy/resolve the first color attachment of a framebuffer. When using MRT,
2816
+ // the engine temporarily removes all attachments and then configures each attachment for the resolve.
2817
+
2818
+ for ( let i = 0; i < textures.length; i ++ ) {
2819
+
2820
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, null );
2821
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, null, 0 );
2822
+
2823
+ }
2824
+
2825
+ }
2826
+
2827
+ for ( let i = 0; i < textures.length; i ++ ) {
2828
+
2829
+ if ( isMRT ) {
2830
+
2831
+ // configure attachment for resolve
2832
+
2833
+ const { textureGPU } = this.get( textures[ i ] );
2834
+
2835
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2836
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureGPU, 0 );
2837
+
2838
+ }
2839
+
2840
+ if ( renderContext.scissor ) {
2841
+
2842
+ const { x, y, width, height } = renderContext.scissorValue;
2843
+
2844
+ const viewY = renderContext.height - height - y;
2845
+
2846
+ gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
2847
+
2848
+ } else {
2849
+
2850
+ gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
2851
+
2852
+ }
2853
+
2854
+ }
2855
+
2856
+ if ( isMRT ) {
2857
+
2858
+ // restore attachments
2859
+
2860
+ for ( let i = 0; i < textures.length; i ++ ) {
2861
+
2862
+ const { textureGPU } = this.get( textures[ i ] );
2863
+
2864
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2865
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, textureGPU, 0 );
2866
+
2867
+ }
2868
+
2869
+ }
2870
+
2871
+ if ( this._supportsInvalidateFramebuffer === true ) {
2872
+
2873
+ if ( renderTarget.storeMultisampledColorBuffer === false ) {
2874
+
2875
+ for ( let i = 0; i < textures.length; i ++ ) {
2876
+
2877
+ _invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
2878
+
2879
+ }
2880
+
2881
+ }
2882
+
2883
+ if ( renderTarget.depthBuffer && renderTarget.storeMultisampledDepthBuffer === false ) {
2884
+
2885
+ _invalidationArray.push( renderTarget.stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );
2886
+
2887
+ }
2888
+
2889
+ if ( _invalidationArray.length > 0 ) {
2890
+
2891
+ gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, _invalidationArray );
2892
+
2893
+ _invalidationArray.length = 0;
2894
+
2895
+ }
2896
+
2897
+ }
2898
+
2899
+ } else if ( this._supportsInvalidateFramebuffer === true && renderTargetContextData.framebuffers &&
2900
+ ( renderTarget._autoAllocateDepthBuffer === true || ( renderTarget.samples > 0 && renderTarget.storeMultisampledDepthBuffer === false ) ) ) {
2901
+
2902
+ const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
2903
+ state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
2904
+ gl.invalidateFramebuffer( gl.DRAW_FRAMEBUFFER, renderTargetContextData.depthInvalidationArray );
2905
+
2906
+ }
2907
+
2908
+ }
2909
+
2910
+ }
2911
+
2912
+ /**
2913
+ * Returns `true` if the `WEBGL_multisampled_render_to_texture` extension
2914
+ * should be used when MSAA is enabled.
2915
+ *
2916
+ * @private
2917
+ * @param {RenderTarget} renderTarget - The render target that should be multisampled.
2918
+ * @return {boolean} Whether to use the `WEBGL_multisampled_render_to_texture` extension for MSAA or not.
2919
+ */
2920
+ _useMultisampledExtension( renderTarget ) {
2921
+
2922
+ if ( renderTarget.multiview === true ) {
2923
+
2924
+ return true;
2925
+
2926
+ }
2927
+
2928
+ return renderTarget.samples > 0 && this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTarget._autoAllocateDepthBuffer !== false;
2929
+
2930
+ }
2931
+
2932
+ /**
2933
+ * Frees internal resources.
2934
+ */
2935
+ async dispose() {
2936
+
2937
+ await super.dispose();
2938
+
2939
+ if ( this.textureUtils !== null ) this.textureUtils.dispose();
2940
+
2941
+ const extension = this.extensions.get( 'WEBGL_lose_context' );
2942
+ if ( extension ) extension.loseContext();
2943
+
2944
+ this.renderer.domElement.removeEventListener( 'webglcontextlost', this._onContextLost );
2945
+
2946
+ }
2947
+
2948
+ }
2949
+
2950
+ export default WebGLBackend;