vc-spaces365-threejs 0.180.0

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Files changed (1120) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +86 -0
  3. package/build/three.cjs +77750 -0
  4. package/build/three.core.js +58846 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +18484 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +636 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +77332 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +77103 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/README.md +11 -0
  16. package/examples/fonts/droid/NOTICE +190 -0
  17. package/examples/fonts/droid/README.txt +18 -0
  18. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  19. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  20. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  23. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  24. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  25. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  26. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  27. package/examples/fonts/optimer_bold.typeface.json +1 -0
  28. package/examples/fonts/optimer_regular.typeface.json +1 -0
  29. package/examples/fonts/ttf/README.md +9 -0
  30. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  31. package/examples/jsm/Addons.js +285 -0
  32. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  33. package/examples/jsm/animation/CCDIKSolver.js +591 -0
  34. package/examples/jsm/capabilities/WebGL.js +113 -0
  35. package/examples/jsm/capabilities/WebGPU.js +59 -0
  36. package/examples/jsm/controls/ArcballControls.js +3536 -0
  37. package/examples/jsm/controls/DragControls.js +452 -0
  38. package/examples/jsm/controls/FirstPersonControls.js +447 -0
  39. package/examples/jsm/controls/FlyControls.js +380 -0
  40. package/examples/jsm/controls/MapControls.js +62 -0
  41. package/examples/jsm/controls/OrbitControls.js +1860 -0
  42. package/examples/jsm/controls/PointerLockControls.js +264 -0
  43. package/examples/jsm/controls/TrackballControls.js +1001 -0
  44. package/examples/jsm/controls/TransformControls.js +1918 -0
  45. package/examples/jsm/csm/CSM.js +597 -0
  46. package/examples/jsm/csm/CSMFrustum.js +209 -0
  47. package/examples/jsm/csm/CSMHelper.js +243 -0
  48. package/examples/jsm/csm/CSMShader.js +307 -0
  49. package/examples/jsm/csm/CSMShadowNode.js +599 -0
  50. package/examples/jsm/curves/CurveExtras.js +694 -0
  51. package/examples/jsm/curves/NURBSCurve.js +155 -0
  52. package/examples/jsm/curves/NURBSSurface.js +98 -0
  53. package/examples/jsm/curves/NURBSUtils.js +532 -0
  54. package/examples/jsm/curves/NURBSVolume.js +82 -0
  55. package/examples/jsm/effects/AnaglyphEffect.js +179 -0
  56. package/examples/jsm/effects/AsciiEffect.js +310 -0
  57. package/examples/jsm/effects/OutlineEffect.js +489 -0
  58. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  59. package/examples/jsm/effects/StereoEffect.js +91 -0
  60. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  61. package/examples/jsm/environments/RoomEnvironment.js +182 -0
  62. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  63. package/examples/jsm/exporters/EXRExporter.js +618 -0
  64. package/examples/jsm/exporters/GLTFExporter.js +3595 -0
  65. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  66. package/examples/jsm/exporters/OBJExporter.js +308 -0
  67. package/examples/jsm/exporters/PLYExporter.js +562 -0
  68. package/examples/jsm/exporters/STLExporter.js +221 -0
  69. package/examples/jsm/exporters/USDZExporter.js +1228 -0
  70. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  71. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  72. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  73. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  74. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  75. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  76. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  77. package/examples/jsm/geometries/TextGeometry.js +83 -0
  78. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  79. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  80. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  81. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  82. package/examples/jsm/helpers/RapierHelper.js +59 -0
  83. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  84. package/examples/jsm/helpers/TextureHelper.js +265 -0
  85. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  86. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  87. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  88. package/examples/jsm/helpers/ViewHelper.js +422 -0
  89. package/examples/jsm/interactive/HTMLMesh.js +605 -0
  90. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  91. package/examples/jsm/interactive/SelectionBox.js +294 -0
  92. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  93. package/examples/jsm/libs/ammo.wasm.js +822 -0
  94. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  95. package/examples/jsm/libs/basis/README.md +46 -0
  96. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  97. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  98. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  99. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  100. package/examples/jsm/libs/draco/README.md +32 -0
  101. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  102. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  103. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  104. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  105. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  106. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  107. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  108. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  109. package/examples/jsm/libs/ecsy.module.js +1792 -0
  110. package/examples/jsm/libs/fflate.module.js +2672 -0
  111. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  112. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  113. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  114. package/examples/jsm/libs/meshopt_decoder.module.js +195 -0
  115. package/examples/jsm/libs/mikktspace.module.js +128 -0
  116. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  117. package/examples/jsm/libs/opentype.module.js +14506 -0
  118. package/examples/jsm/libs/potpack.module.js +125 -0
  119. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  120. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  121. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  122. package/examples/jsm/libs/stats.module.js +167 -0
  123. package/examples/jsm/libs/surfaceNet.js +201 -0
  124. package/examples/jsm/libs/tween.module.js +876 -0
  125. package/examples/jsm/libs/utif.module.js +1665 -0
  126. package/examples/jsm/libs/zstddec.module.js +1 -0
  127. package/examples/jsm/lighting/TiledLighting.js +42 -0
  128. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  129. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  130. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  131. package/examples/jsm/lines/Line2.js +56 -0
  132. package/examples/jsm/lines/LineGeometry.js +157 -0
  133. package/examples/jsm/lines/LineMaterial.js +697 -0
  134. package/examples/jsm/lines/LineSegments2.js +426 -0
  135. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  136. package/examples/jsm/lines/Wireframe.js +108 -0
  137. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  138. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  139. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  140. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  141. package/examples/jsm/loaders/3DMLoader.js +1835 -0
  142. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  143. package/examples/jsm/loaders/AMFLoader.js +541 -0
  144. package/examples/jsm/loaders/BVHLoader.js +484 -0
  145. package/examples/jsm/loaders/ColladaLoader.js +4155 -0
  146. package/examples/jsm/loaders/DDSLoader.js +385 -0
  147. package/examples/jsm/loaders/DRACOLoader.js +688 -0
  148. package/examples/jsm/loaders/EXRLoader.js +2784 -0
  149. package/examples/jsm/loaders/FBXLoader.js +4382 -0
  150. package/examples/jsm/loaders/FontLoader.js +242 -0
  151. package/examples/jsm/loaders/GCodeLoader.js +292 -0
  152. package/examples/jsm/loaders/GLTFLoader.js +4890 -0
  153. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  154. package/examples/jsm/loaders/HDRLoader.js +486 -0
  155. package/examples/jsm/loaders/IESLoader.js +379 -0
  156. package/examples/jsm/loaders/KMZLoader.js +163 -0
  157. package/examples/jsm/loaders/KTX2Loader.js +1228 -0
  158. package/examples/jsm/loaders/KTXLoader.js +197 -0
  159. package/examples/jsm/loaders/LDrawLoader.js +2519 -0
  160. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  161. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  162. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  163. package/examples/jsm/loaders/LWOLoader.js +1079 -0
  164. package/examples/jsm/loaders/LottieLoader.js +130 -0
  165. package/examples/jsm/loaders/MD2Loader.js +435 -0
  166. package/examples/jsm/loaders/MDDLoader.js +147 -0
  167. package/examples/jsm/loaders/MTLLoader.js +593 -0
  168. package/examples/jsm/loaders/MaterialXLoader.js +1087 -0
  169. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  170. package/examples/jsm/loaders/OBJLoader.js +955 -0
  171. package/examples/jsm/loaders/PCDLoader.js +618 -0
  172. package/examples/jsm/loaders/PDBLoader.js +272 -0
  173. package/examples/jsm/loaders/PLYLoader.js +805 -0
  174. package/examples/jsm/loaders/PVRLoader.js +270 -0
  175. package/examples/jsm/loaders/RGBELoader.js +18 -0
  176. package/examples/jsm/loaders/STLLoader.js +421 -0
  177. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  178. package/examples/jsm/loaders/TDSLoader.js +1144 -0
  179. package/examples/jsm/loaders/TGALoader.js +540 -0
  180. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  181. package/examples/jsm/loaders/TTFLoader.js +261 -0
  182. package/examples/jsm/loaders/USDLoader.js +219 -0
  183. package/examples/jsm/loaders/USDZLoader.js +16 -0
  184. package/examples/jsm/loaders/UltraHDRLoader.js +630 -0
  185. package/examples/jsm/loaders/VOXLoader.js +376 -0
  186. package/examples/jsm/loaders/VRMLLoader.js +3569 -0
  187. package/examples/jsm/loaders/VTKLoader.js +1276 -0
  188. package/examples/jsm/loaders/XYZLoader.js +143 -0
  189. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  190. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  191. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  192. package/examples/jsm/loaders/usd/USDAParser.js +741 -0
  193. package/examples/jsm/loaders/usd/USDCParser.js +17 -0
  194. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  195. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  196. package/examples/jsm/materials/MeshGouraudMaterial.js +434 -0
  197. package/examples/jsm/materials/MeshPostProcessingMaterial.js +167 -0
  198. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  199. package/examples/jsm/math/Capsule.js +159 -0
  200. package/examples/jsm/math/ColorConverter.js +58 -0
  201. package/examples/jsm/math/ColorSpaces.js +147 -0
  202. package/examples/jsm/math/ConvexHull.js +1695 -0
  203. package/examples/jsm/math/ImprovedNoise.js +88 -0
  204. package/examples/jsm/math/Lut.js +317 -0
  205. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  206. package/examples/jsm/math/OBB.js +535 -0
  207. package/examples/jsm/math/Octree.js +692 -0
  208. package/examples/jsm/math/SimplexNoise.js +470 -0
  209. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  210. package/examples/jsm/misc/GPUComputationRenderer.js +506 -0
  211. package/examples/jsm/misc/Gyroscope.js +78 -0
  212. package/examples/jsm/misc/MD2Character.js +391 -0
  213. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  214. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  215. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  216. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  217. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  218. package/examples/jsm/misc/RollerCoaster.js +623 -0
  219. package/examples/jsm/misc/TubePainter.js +256 -0
  220. package/examples/jsm/misc/Volume.js +521 -0
  221. package/examples/jsm/misc/VolumeSlice.js +276 -0
  222. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  223. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  224. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  225. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  226. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  227. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  228. package/examples/jsm/objects/Lensflare.js +489 -0
  229. package/examples/jsm/objects/LensflareMesh.js +376 -0
  230. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  231. package/examples/jsm/objects/Reflector.js +338 -0
  232. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  233. package/examples/jsm/objects/Refractor.js +389 -0
  234. package/examples/jsm/objects/ShadowMesh.js +130 -0
  235. package/examples/jsm/objects/Sky.js +237 -0
  236. package/examples/jsm/objects/SkyMesh.js +243 -0
  237. package/examples/jsm/objects/Water.js +373 -0
  238. package/examples/jsm/objects/Water2.js +401 -0
  239. package/examples/jsm/objects/Water2Mesh.js +199 -0
  240. package/examples/jsm/objects/WaterMesh.js +196 -0
  241. package/examples/jsm/offscreen/jank.js +45 -0
  242. package/examples/jsm/offscreen/offscreen.js +8 -0
  243. package/examples/jsm/offscreen/scene.js +86 -0
  244. package/examples/jsm/physics/AmmoPhysics.js +354 -0
  245. package/examples/jsm/physics/JoltPhysics.js +330 -0
  246. package/examples/jsm/physics/RapierPhysics.js +432 -0
  247. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  248. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  249. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  250. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  251. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  252. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  253. package/examples/jsm/postprocessing/EffectComposer.js +363 -0
  254. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  255. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  256. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  257. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  258. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  259. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  260. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  261. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  262. package/examples/jsm/postprocessing/OutputPass.js +139 -0
  263. package/examples/jsm/postprocessing/Pass.js +191 -0
  264. package/examples/jsm/postprocessing/RenderPass.js +183 -0
  265. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  266. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  267. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  268. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  269. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  270. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  271. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  272. package/examples/jsm/postprocessing/SavePass.js +132 -0
  273. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  274. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  275. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  276. package/examples/jsm/postprocessing/UnrealBloomPass.js +492 -0
  277. package/examples/jsm/renderers/CSS2DRenderer.js +317 -0
  278. package/examples/jsm/renderers/CSS3DRenderer.js +453 -0
  279. package/examples/jsm/renderers/Projector.js +936 -0
  280. package/examples/jsm/renderers/SVGRenderer.js +685 -0
  281. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  282. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  283. package/examples/jsm/shaders/BasicShader.js +36 -0
  284. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  285. package/examples/jsm/shaders/BlendShader.js +56 -0
  286. package/examples/jsm/shaders/BokehShader.js +151 -0
  287. package/examples/jsm/shaders/BokehShader2.js +404 -0
  288. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  289. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  290. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  291. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  292. package/examples/jsm/shaders/CopyShader.js +52 -0
  293. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  294. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  295. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  296. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  297. package/examples/jsm/shaders/ExposureShader.js +51 -0
  298. package/examples/jsm/shaders/FXAAShader.js +298 -0
  299. package/examples/jsm/shaders/FilmShader.js +72 -0
  300. package/examples/jsm/shaders/FocusShader.js +94 -0
  301. package/examples/jsm/shaders/FreiChenShader.js +103 -0
  302. package/examples/jsm/shaders/GTAOShader.js +421 -0
  303. package/examples/jsm/shaders/GammaCorrectionShader.js +52 -0
  304. package/examples/jsm/shaders/GodRaysShader.js +333 -0
  305. package/examples/jsm/shaders/HalftoneShader.js +321 -0
  306. package/examples/jsm/shaders/HorizontalBlurShader.js +68 -0
  307. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +70 -0
  308. package/examples/jsm/shaders/HueSaturationShader.js +74 -0
  309. package/examples/jsm/shaders/KaleidoShader.js +65 -0
  310. package/examples/jsm/shaders/LuminosityHighPassShader.js +68 -0
  311. package/examples/jsm/shaders/LuminosityShader.js +54 -0
  312. package/examples/jsm/shaders/MirrorShader.js +62 -0
  313. package/examples/jsm/shaders/NormalMapShader.js +60 -0
  314. package/examples/jsm/shaders/OutputShader.js +103 -0
  315. package/examples/jsm/shaders/PoissonDenoiseShader.js +235 -0
  316. package/examples/jsm/shaders/RGBShiftShader.js +61 -0
  317. package/examples/jsm/shaders/SAOShader.js +188 -0
  318. package/examples/jsm/shaders/SMAAShader.js +489 -0
  319. package/examples/jsm/shaders/SSAOShader.js +321 -0
  320. package/examples/jsm/shaders/SSRShader.js +395 -0
  321. package/examples/jsm/shaders/SepiaShader.js +57 -0
  322. package/examples/jsm/shaders/SobelOperatorShader.js +98 -0
  323. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +95 -0
  324. package/examples/jsm/shaders/TechnicolorShader.js +51 -0
  325. package/examples/jsm/shaders/ToonShader.js +349 -0
  326. package/examples/jsm/shaders/TriangleBlurShader.js +79 -0
  327. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +62 -0
  328. package/examples/jsm/shaders/VelocityShader.js +137 -0
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  1005. package/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js +66 -0
  1006. package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
  1007. package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +25 -0
  1008. package/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js +15 -0
  1009. package/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js +20 -0
  1010. package/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js +14 -0
  1011. package/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js +7 -0
  1012. package/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js +7 -0
  1013. package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +200 -0
  1014. package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
  1015. package/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js +235 -0
  1016. package/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js +119 -0
  1017. package/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js +145 -0
  1018. package/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js +122 -0
  1019. package/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js +21 -0
  1020. package/src/renderers/shaders/ShaderChunk.js +270 -0
  1021. package/src/renderers/shaders/ShaderLib/background.glsl.js +40 -0
  1022. package/src/renderers/shaders/ShaderLib/backgroundCube.glsl.js +63 -0
  1023. package/src/renderers/shaders/ShaderLib/cube.glsl.js +36 -0
  1024. package/src/renderers/shaders/ShaderLib/depth.glsl.js +114 -0
  1025. package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +78 -0
  1026. package/src/renderers/shaders/ShaderLib/equirect.glsl.js +35 -0
  1027. package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +76 -0
  1028. package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +116 -0
  1029. package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +125 -0
  1030. package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +112 -0
  1031. package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +87 -0
  1032. package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +127 -0
  1033. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +229 -0
  1034. package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +119 -0
  1035. package/src/renderers/shaders/ShaderLib/points.glsl.js +87 -0
  1036. package/src/renderers/shaders/ShaderLib/shadow.glsl.js +58 -0
  1037. package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
  1038. package/src/renderers/shaders/ShaderLib/vsm.glsl.js +53 -0
  1039. package/src/renderers/shaders/ShaderLib.js +361 -0
  1040. package/src/renderers/shaders/UniformsLib.js +235 -0
  1041. package/src/renderers/shaders/UniformsUtils.js +112 -0
  1042. package/src/renderers/webgl/WebGLAnimation.js +53 -0
  1043. package/src/renderers/webgl/WebGLAttributes.js +237 -0
  1044. package/src/renderers/webgl/WebGLBackground.js +303 -0
  1045. package/src/renderers/webgl/WebGLBindingStates.js +594 -0
  1046. package/src/renderers/webgl/WebGLBufferRenderer.js +89 -0
  1047. package/src/renderers/webgl/WebGLCapabilities.js +145 -0
  1048. package/src/renderers/webgl/WebGLClipping.js +171 -0
  1049. package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
  1050. package/src/renderers/webgl/WebGLCubeUVMaps.js +134 -0
  1051. package/src/renderers/webgl/WebGLExtensions.js +84 -0
  1052. package/src/renderers/webgl/WebGLGeometries.js +183 -0
  1053. package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +100 -0
  1054. package/src/renderers/webgl/WebGLInfo.js +73 -0
  1055. package/src/renderers/webgl/WebGLLights.js +571 -0
  1056. package/src/renderers/webgl/WebGLMaterials.js +591 -0
  1057. package/src/renderers/webgl/WebGLMorphtargets.js +168 -0
  1058. package/src/renderers/webgl/WebGLObjects.js +92 -0
  1059. package/src/renderers/webgl/WebGLProgram.js +1091 -0
  1060. package/src/renderers/webgl/WebGLPrograms.js +667 -0
  1061. package/src/renderers/webgl/WebGLProperties.js +55 -0
  1062. package/src/renderers/webgl/WebGLRenderLists.js +238 -0
  1063. package/src/renderers/webgl/WebGLRenderStates.js +116 -0
  1064. package/src/renderers/webgl/WebGLShader.js +12 -0
  1065. package/src/renderers/webgl/WebGLShaderCache.js +124 -0
  1066. package/src/renderers/webgl/WebGLShadowMap.js +436 -0
  1067. package/src/renderers/webgl/WebGLState.js +1332 -0
  1068. package/src/renderers/webgl/WebGLTextures.js +2342 -0
  1069. package/src/renderers/webgl/WebGLUniforms.js +1166 -0
  1070. package/src/renderers/webgl/WebGLUniformsGroups.js +394 -0
  1071. package/src/renderers/webgl/WebGLUtils.js +213 -0
  1072. package/src/renderers/webgl-fallback/WebGLBackend.js +2633 -0
  1073. package/src/renderers/webgl-fallback/WebGLBufferRenderer.js +140 -0
  1074. package/src/renderers/webgl-fallback/nodes/GLSLNodeBuilder.js +1517 -0
  1075. package/src/renderers/webgl-fallback/utils/WebGLAttributeUtils.js +325 -0
  1076. package/src/renderers/webgl-fallback/utils/WebGLCapabilities.js +64 -0
  1077. package/src/renderers/webgl-fallback/utils/WebGLConstants.js +14 -0
  1078. package/src/renderers/webgl-fallback/utils/WebGLExtensions.js +83 -0
  1079. package/src/renderers/webgl-fallback/utils/WebGLState.js +1144 -0
  1080. package/src/renderers/webgl-fallback/utils/WebGLTextureUtils.js +1304 -0
  1081. package/src/renderers/webgl-fallback/utils/WebGLTimestampQueryPool.js +366 -0
  1082. package/src/renderers/webgl-fallback/utils/WebGLUtils.js +313 -0
  1083. package/src/renderers/webgpu/WebGPUBackend.js +2456 -0
  1084. package/src/renderers/webgpu/WebGPURenderer.Nodes.js +69 -0
  1085. package/src/renderers/webgpu/WebGPURenderer.js +106 -0
  1086. package/src/renderers/webgpu/nodes/BasicNodeLibrary.js +66 -0
  1087. package/src/renderers/webgpu/nodes/StandardNodeLibrary.js +100 -0
  1088. package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +2248 -0
  1089. package/src/renderers/webgpu/nodes/WGSLNodeFunction.js +187 -0
  1090. package/src/renderers/webgpu/nodes/WGSLNodeParser.js +25 -0
  1091. package/src/renderers/webgpu/utils/WebGPUAttributeUtils.js +449 -0
  1092. package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +484 -0
  1093. package/src/renderers/webgpu/utils/WebGPUConstants.js +339 -0
  1094. package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +781 -0
  1095. package/src/renderers/webgpu/utils/WebGPUTexturePassUtils.js +439 -0
  1096. package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +1505 -0
  1097. package/src/renderers/webgpu/utils/WebGPUTimestampQueryPool.js +287 -0
  1098. package/src/renderers/webgpu/utils/WebGPUUtils.js +227 -0
  1099. package/src/renderers/webxr/WebXRController.js +428 -0
  1100. package/src/renderers/webxr/WebXRDepthSensing.js +155 -0
  1101. package/src/renderers/webxr/WebXRManager.js +1103 -0
  1102. package/src/scenes/Fog.js +98 -0
  1103. package/src/scenes/FogExp2.js +86 -0
  1104. package/src/scenes/Scene.js +165 -0
  1105. package/src/textures/CanvasTexture.js +45 -0
  1106. package/src/textures/CompressedArrayTexture.js +89 -0
  1107. package/src/textures/CompressedCubeTexture.js +48 -0
  1108. package/src/textures/CompressedTexture.js +86 -0
  1109. package/src/textures/CubeTexture.js +81 -0
  1110. package/src/textures/Data3DTexture.js +112 -0
  1111. package/src/textures/DataArrayTexture.js +134 -0
  1112. package/src/textures/DataTexture.js +87 -0
  1113. package/src/textures/DepthTexture.js +104 -0
  1114. package/src/textures/ExternalTexture.js +56 -0
  1115. package/src/textures/FramebufferTexture.js +85 -0
  1116. package/src/textures/Source.js +230 -0
  1117. package/src/textures/Texture.js +801 -0
  1118. package/src/textures/VideoFrameTexture.js +72 -0
  1119. package/src/textures/VideoTexture.js +125 -0
  1120. package/src/utils.js +216 -0
@@ -0,0 +1,2633 @@
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 { warnOnce, warn, error } from '../../utils.js';
15
+ import { WebGLCoordinateSystem, TimestampQuery } from '../../constants.js';
16
+ import WebGLTimestampQueryPool from './utils/WebGLTimestampQueryPool.js';
17
+
18
+ /**
19
+ * A backend implementation targeting WebGL 2.
20
+ *
21
+ * @private
22
+ * @augments Backend
23
+ */
24
+ class WebGLBackend extends Backend {
25
+
26
+ /**
27
+ * WebGLBackend options.
28
+ *
29
+ * @typedef {Object} WebGLBackend~Options
30
+ * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
31
+ * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
32
+ * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
33
+ * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
34
+ * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
35
+ * @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.
36
+ * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
37
+ * @property {WebGL2RenderingContext} [context=undefined] - A WebGL 2 rendering context.
38
+ */
39
+
40
+ /**
41
+ * Constructs a new WebGPU backend.
42
+ *
43
+ * @param {WebGLBackend~Options} [parameters] - The configuration parameter.
44
+ */
45
+ constructor( parameters = {} ) {
46
+
47
+ super( parameters );
48
+
49
+ /**
50
+ * This flag can be used for type testing.
51
+ *
52
+ * @type {boolean}
53
+ * @readonly
54
+ * @default true
55
+ */
56
+ this.isWebGLBackend = true;
57
+
58
+ /**
59
+ * A reference to a backend module holding shader attribute-related
60
+ * utility functions.
61
+ *
62
+ * @type {?WebGLAttributeUtils}
63
+ * @default null
64
+ */
65
+ this.attributeUtils = null;
66
+
67
+ /**
68
+ * A reference to a backend module holding extension-related
69
+ * utility functions.
70
+ *
71
+ * @type {?WebGLExtensions}
72
+ * @default null
73
+ */
74
+ this.extensions = null;
75
+
76
+ /**
77
+ * A reference to a backend module holding capability-related
78
+ * utility functions.
79
+ *
80
+ * @type {?WebGLCapabilities}
81
+ * @default null
82
+ */
83
+ this.capabilities = null;
84
+
85
+ /**
86
+ * A reference to a backend module holding texture-related
87
+ * utility functions.
88
+ *
89
+ * @type {?WebGLTextureUtils}
90
+ * @default null
91
+ */
92
+ this.textureUtils = null;
93
+
94
+ /**
95
+ * A reference to a backend module holding renderer-related
96
+ * utility functions.
97
+ *
98
+ * @type {?WebGLBufferRenderer}
99
+ * @default null
100
+ */
101
+ this.bufferRenderer = null;
102
+
103
+ /**
104
+ * A reference to the rendering context.
105
+ *
106
+ * @type {?WebGL2RenderingContext}
107
+ * @default null
108
+ */
109
+ this.gl = null;
110
+
111
+ /**
112
+ * A reference to a backend module holding state-related
113
+ * utility functions.
114
+ *
115
+ * @type {?WebGLState}
116
+ * @default null
117
+ */
118
+ this.state = null;
119
+
120
+ /**
121
+ * A reference to a backend module holding common
122
+ * utility functions.
123
+ *
124
+ * @type {?WebGLUtils}
125
+ * @default null
126
+ */
127
+ this.utils = null;
128
+
129
+ /**
130
+ * Dictionary for caching VAOs.
131
+ *
132
+ * @type {Object<string,WebGLVertexArrayObject>}
133
+ */
134
+ this.vaoCache = {};
135
+
136
+ /**
137
+ * Dictionary for caching transform feedback objects.
138
+ *
139
+ * @type {Object<string,WebGLTransformFeedback>}
140
+ */
141
+ this.transformFeedbackCache = {};
142
+
143
+ /**
144
+ * Controls if `gl.RASTERIZER_DISCARD` should be enabled or not.
145
+ * Only relevant when using compute shaders.
146
+ *
147
+ * @type {boolean}
148
+ * @default false
149
+ */
150
+ this.discard = false;
151
+
152
+ /**
153
+ * A reference to the `EXT_disjoint_timer_query_webgl2` extension. `null` if the
154
+ * device does not support the extension.
155
+ *
156
+ * @type {?EXTDisjointTimerQueryWebGL2}
157
+ * @default null
158
+ */
159
+ this.disjoint = null;
160
+
161
+ /**
162
+ * A reference to the `KHR_parallel_shader_compile` extension. `null` if the
163
+ * device does not support the extension.
164
+ *
165
+ * @type {?KHRParallelShaderCompile}
166
+ * @default null
167
+ */
168
+ this.parallel = null;
169
+
170
+ /**
171
+ * A reference to the current render context.
172
+ *
173
+ * @private
174
+ * @type {RenderContext}
175
+ * @default null
176
+ */
177
+ this._currentContext = null;
178
+
179
+ /**
180
+ * A unique collection of bindings.
181
+ *
182
+ * @private
183
+ * @type {WeakSet<Array<BindGroup>>}
184
+ */
185
+ this._knownBindings = new WeakSet();
186
+
187
+
188
+ /**
189
+ * Whether the device supports framebuffers invalidation or not.
190
+ *
191
+ * @private
192
+ * @type {boolean}
193
+ */
194
+ this._supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );
195
+
196
+ /**
197
+ * The target framebuffer when rendering with
198
+ * the WebXR device API.
199
+ *
200
+ * @private
201
+ * @type {?WebGLFramebuffer}
202
+ * @default null
203
+ */
204
+ this._xrFramebuffer = null;
205
+
206
+ }
207
+
208
+ /**
209
+ * Initializes the backend so it is ready for usage.
210
+ *
211
+ * @param {Renderer} renderer - The renderer.
212
+ */
213
+ init( renderer ) {
214
+
215
+ super.init( renderer );
216
+
217
+ //
218
+
219
+ const parameters = this.parameters;
220
+
221
+ const contextAttributes = {
222
+ antialias: renderer.samples > 0,
223
+ alpha: true, // always true for performance reasons
224
+ depth: renderer.depth,
225
+ stencil: renderer.stencil
226
+ };
227
+
228
+ const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2', contextAttributes );
229
+
230
+ function onContextLost( event ) {
231
+
232
+ event.preventDefault();
233
+
234
+ const contextLossInfo = {
235
+ api: 'WebGL',
236
+ message: event.statusMessage || 'Unknown reason',
237
+ reason: null,
238
+ originalEvent: event
239
+ };
240
+
241
+ renderer.onDeviceLost( contextLossInfo );
242
+
243
+ }
244
+
245
+ this._onContextLost = onContextLost;
246
+
247
+ renderer.domElement.addEventListener( 'webglcontextlost', onContextLost, false );
248
+
249
+ this.gl = glContext;
250
+
251
+ this.extensions = new WebGLExtensions( this );
252
+ this.capabilities = new WebGLCapabilities( this );
253
+ this.attributeUtils = new WebGLAttributeUtils( this );
254
+ this.textureUtils = new WebGLTextureUtils( this );
255
+ this.bufferRenderer = new WebGLBufferRenderer( this );
256
+
257
+ this.state = new WebGLState( this );
258
+ this.utils = new WebGLUtils( this );
259
+
260
+ this.extensions.get( 'EXT_color_buffer_float' );
261
+ this.extensions.get( 'WEBGL_clip_cull_distance' );
262
+ this.extensions.get( 'OES_texture_float_linear' );
263
+ this.extensions.get( 'EXT_color_buffer_half_float' );
264
+ this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
265
+ this.extensions.get( 'WEBGL_render_shared_exponent' );
266
+ this.extensions.get( 'WEBGL_multi_draw' );
267
+ this.extensions.get( 'OVR_multiview2' );
268
+
269
+ this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
270
+ this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
271
+
272
+ }
273
+
274
+ /**
275
+ * The coordinate system of the backend.
276
+ *
277
+ * @type {number}
278
+ * @readonly
279
+ */
280
+ get coordinateSystem() {
281
+
282
+ return WebGLCoordinateSystem;
283
+
284
+ }
285
+
286
+ /**
287
+ * This method performs a readback operation by moving buffer data from
288
+ * a storage buffer attribute from the GPU to the CPU.
289
+ *
290
+ * @async
291
+ * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
292
+ * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
293
+ */
294
+ async getArrayBufferAsync( attribute ) {
295
+
296
+ return await this.attributeUtils.getArrayBufferAsync( attribute );
297
+
298
+ }
299
+
300
+ /**
301
+ * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
302
+ * the CPU waits for the GPU to complete its operation (e.g. a compute task).
303
+ *
304
+ * @async
305
+ * @return {Promise} A Promise that resolves when synchronization has been finished.
306
+ */
307
+ async waitForGPU() {
308
+
309
+ await this.utils._clientWaitAsync();
310
+
311
+ }
312
+
313
+ /**
314
+ * Ensures the backend is XR compatible.
315
+ *
316
+ * @async
317
+ * @return {Promise} A Promise that resolve when the renderer is XR compatible.
318
+ */
319
+ async makeXRCompatible() {
320
+
321
+ const attributes = this.gl.getContextAttributes();
322
+
323
+ if ( attributes.xrCompatible !== true ) {
324
+
325
+ await this.gl.makeXRCompatible();
326
+
327
+ }
328
+
329
+ }
330
+ /**
331
+ * Sets the XR rendering destination.
332
+ *
333
+ * @param {WebGLFramebuffer} xrFramebuffer - The XR framebuffer.
334
+ */
335
+ setXRTarget( xrFramebuffer ) {
336
+
337
+ this._xrFramebuffer = xrFramebuffer;
338
+
339
+ }
340
+
341
+ /**
342
+ * Configures the given XR render target with external textures.
343
+ *
344
+ * This method is only relevant when using the WebXR Layers API.
345
+ *
346
+ * @param {XRRenderTarget} renderTarget - The XR render target.
347
+ * @param {WebGLTexture} colorTexture - A native color texture.
348
+ * @param {?WebGLTexture} [depthTexture=null] - A native depth texture.
349
+ */
350
+ setXRRenderTargetTextures( renderTarget, colorTexture, depthTexture = null ) {
351
+
352
+ const gl = this.gl;
353
+
354
+ this.set( renderTarget.texture, { textureGPU: colorTexture, glInternalFormat: gl.RGBA8 } ); // see #24698 why RGBA8 and not SRGB8_ALPHA8 is used
355
+
356
+ if ( depthTexture !== null ) {
357
+
358
+ const glInternalFormat = renderTarget.stencilBuffer ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
359
+
360
+ this.set( renderTarget.depthTexture, { textureGPU: depthTexture, glInternalFormat: glInternalFormat } );
361
+
362
+ // The multisample_render_to_texture extension doesn't work properly if there
363
+ // are midframe flushes and an external depth texture.
364
+ if ( ( this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) && renderTarget._autoAllocateDepthBuffer === true && renderTarget.multiview === false ) {
365
+
366
+ warn( 'WebGLBackend: Render-to-texture extension was disabled because an external texture was provided' );
367
+
368
+ }
369
+
370
+ renderTarget._autoAllocateDepthBuffer = false;
371
+
372
+ }
373
+
374
+ }
375
+
376
+ /**
377
+ * Inits a time stamp query for the given render context.
378
+ *
379
+ * @param {string} type - The type of the timestamp query.
380
+ * @param {string} uid - A unique identifier for the timestamp query.
381
+ */
382
+ initTimestampQuery( type, uid ) {
383
+
384
+ if ( ! this.disjoint || ! this.trackTimestamp ) return;
385
+
386
+ if ( ! this.timestampQueryPool[ type ] ) {
387
+
388
+ // TODO: Variable maxQueries?
389
+ this.timestampQueryPool[ type ] = new WebGLTimestampQueryPool( this.gl, type, 2048 );
390
+
391
+ }
392
+
393
+ const timestampQueryPool = this.timestampQueryPool[ type ];
394
+
395
+ const baseOffset = timestampQueryPool.allocateQueriesForContext( uid );
396
+
397
+ if ( baseOffset !== null ) {
398
+
399
+ timestampQueryPool.beginQuery( uid );
400
+
401
+ }
402
+
403
+ }
404
+
405
+ // timestamp utils
406
+
407
+ /**
408
+ * Prepares the timestamp buffer.
409
+ *
410
+ * @param {string} type - The type of the timestamp query.
411
+ * @param {string} uid - A unique identifier for the timestamp query.
412
+ */
413
+ prepareTimestampBuffer( type, uid ) {
414
+
415
+ if ( ! this.disjoint || ! this.trackTimestamp ) return;
416
+
417
+ const timestampQueryPool = this.timestampQueryPool[ type ];
418
+
419
+ timestampQueryPool.endQuery( uid );
420
+
421
+ }
422
+
423
+
424
+ /**
425
+ * Returns the backend's rendering context.
426
+ *
427
+ * @return {WebGL2RenderingContext} The rendering context.
428
+ */
429
+ getContext() {
430
+
431
+ return this.gl;
432
+
433
+ }
434
+
435
+ /**
436
+ * This method is executed at the beginning of a render call and prepares
437
+ * the WebGL state for upcoming render calls
438
+ *
439
+ * @param {RenderContext} renderContext - The render context.
440
+ */
441
+ beginRender( renderContext ) {
442
+
443
+ const { state } = this;
444
+ const renderContextData = this.get( renderContext );
445
+
446
+ //
447
+
448
+ renderContextData.frameCalls = this.renderer.info.render.frameCalls;
449
+
450
+ //
451
+
452
+ if ( renderContext.viewport ) {
453
+
454
+ this.updateViewport( renderContext );
455
+
456
+ } else {
457
+
458
+ const { width, height } = this.getDrawingBufferSize();
459
+ state.viewport( 0, 0, width, height );
460
+
461
+ }
462
+
463
+ if ( renderContext.scissor ) {
464
+
465
+ const { x, y, width, height } = renderContext.scissorValue;
466
+
467
+ state.scissor( x, renderContext.height - height - y, width, height );
468
+
469
+ }
470
+
471
+ //
472
+
473
+ this.initTimestampQuery( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );
474
+
475
+ renderContextData.previousContext = this._currentContext;
476
+ this._currentContext = renderContext;
477
+
478
+ this._setFramebuffer( renderContext );
479
+ this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
480
+
481
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
482
+
483
+ if ( occlusionQueryCount > 0 ) {
484
+
485
+ // Get a reference to the array of objects with queries. The renderContextData property
486
+ // can be changed by another render pass before the async reading of all previous queries complete
487
+ renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
488
+ renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
489
+
490
+ renderContextData.lastOcclusionObject = null;
491
+ renderContextData.occlusionQueries = new Array( occlusionQueryCount );
492
+ renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
493
+ renderContextData.occlusionQueryIndex = 0;
494
+
495
+ }
496
+
497
+ }
498
+
499
+ /**
500
+ * This method is executed at the end of a render call and finalizes work
501
+ * after draw calls.
502
+ *
503
+ * @param {RenderContext} renderContext - The render context.
504
+ */
505
+ finishRender( renderContext ) {
506
+
507
+ const { gl, state } = this;
508
+ const renderContextData = this.get( renderContext );
509
+ const previousContext = renderContextData.previousContext;
510
+
511
+ state.resetVertexState();
512
+
513
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
514
+
515
+ if ( occlusionQueryCount > 0 ) {
516
+
517
+ if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
518
+
519
+ gl.endQuery( gl.ANY_SAMPLES_PASSED );
520
+
521
+ }
522
+
523
+ this.resolveOccludedAsync( renderContext );
524
+
525
+ }
526
+
527
+ const textures = renderContext.textures;
528
+
529
+ if ( textures !== null ) {
530
+
531
+ for ( let i = 0; i < textures.length; i ++ ) {
532
+
533
+ const texture = textures[ i ];
534
+
535
+ if ( texture.generateMipmaps ) {
536
+
537
+ this.generateMipmaps( texture );
538
+
539
+ }
540
+
541
+ }
542
+
543
+ }
544
+
545
+ this._currentContext = previousContext;
546
+
547
+ this._resolveRenderTarget( renderContext );
548
+
549
+ if ( previousContext !== null ) {
550
+
551
+ this._setFramebuffer( previousContext );
552
+
553
+ if ( previousContext.viewport ) {
554
+
555
+ this.updateViewport( previousContext );
556
+
557
+ } else {
558
+
559
+ const { width, height } = this.getDrawingBufferSize();
560
+ state.viewport( 0, 0, width, height );
561
+
562
+ }
563
+
564
+ }
565
+
566
+ this.prepareTimestampBuffer( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );
567
+
568
+ }
569
+
570
+ /**
571
+ * This method processes the result of occlusion queries and writes it
572
+ * into render context data.
573
+ *
574
+ * @async
575
+ * @param {RenderContext} renderContext - The render context.
576
+ */
577
+ resolveOccludedAsync( renderContext ) {
578
+
579
+ const renderContextData = this.get( renderContext );
580
+
581
+ // handle occlusion query results
582
+
583
+ const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
584
+
585
+ if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
586
+
587
+ const occluded = new WeakSet();
588
+ const { gl } = this;
589
+
590
+ renderContextData.currentOcclusionQueryObjects = null;
591
+ renderContextData.currentOcclusionQueries = null;
592
+
593
+ const check = () => {
594
+
595
+ let completed = 0;
596
+
597
+ // check all queries and requeue as appropriate
598
+ for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
599
+
600
+ const query = currentOcclusionQueries[ i ];
601
+
602
+ if ( query === null ) continue;
603
+
604
+ if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
605
+
606
+ if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) === 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
607
+
608
+ currentOcclusionQueries[ i ] = null;
609
+ gl.deleteQuery( query );
610
+
611
+ completed ++;
612
+
613
+ }
614
+
615
+ }
616
+
617
+ if ( completed < currentOcclusionQueries.length ) {
618
+
619
+ requestAnimationFrame( check );
620
+
621
+ } else {
622
+
623
+ renderContextData.occluded = occluded;
624
+
625
+ }
626
+
627
+ };
628
+
629
+ check();
630
+
631
+ }
632
+
633
+ }
634
+
635
+ /**
636
+ * Returns `true` if the given 3D object is fully occluded by other
637
+ * 3D objects in the scene.
638
+ *
639
+ * @param {RenderContext} renderContext - The render context.
640
+ * @param {Object3D} object - The 3D object to test.
641
+ * @return {boolean} Whether the 3D object is fully occluded or not.
642
+ */
643
+ isOccluded( renderContext, object ) {
644
+
645
+ const renderContextData = this.get( renderContext );
646
+
647
+ return renderContextData.occluded && renderContextData.occluded.has( object );
648
+
649
+ }
650
+
651
+ /**
652
+ * Updates the viewport with the values from the given render context.
653
+ *
654
+ * @param {RenderContext} renderContext - The render context.
655
+ */
656
+ updateViewport( renderContext ) {
657
+
658
+ const { state } = this;
659
+ const { x, y, width, height } = renderContext.viewportValue;
660
+
661
+ state.viewport( x, renderContext.height - height - y, width, height );
662
+
663
+ }
664
+
665
+ /**
666
+ * Defines the scissor test.
667
+ *
668
+ * @param {boolean} boolean - Whether the scissor test should be enabled or not.
669
+ */
670
+ setScissorTest( boolean ) {
671
+
672
+ const state = this.state;
673
+
674
+ state.setScissorTest( boolean );
675
+
676
+ }
677
+
678
+ /**
679
+ * Returns the clear color and alpha into a single
680
+ * color object.
681
+ *
682
+ * @return {Color4} The clear color.
683
+ */
684
+ getClearColor() {
685
+
686
+ const clearColor = super.getClearColor();
687
+
688
+ // Since the canvas is always created with alpha: true,
689
+ // WebGL must always premultiply the clear color.
690
+
691
+ clearColor.r *= clearColor.a;
692
+ clearColor.g *= clearColor.a;
693
+ clearColor.b *= clearColor.a;
694
+
695
+ return clearColor;
696
+
697
+ }
698
+
699
+ /**
700
+ * Performs a clear operation.
701
+ *
702
+ * @param {boolean} color - Whether the color buffer should be cleared or not.
703
+ * @param {boolean} depth - Whether the depth buffer should be cleared or not.
704
+ * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
705
+ * @param {?Object} [descriptor=null] - The render context of the current set render target.
706
+ * @param {boolean} [setFrameBuffer=true] - Controls whether the intermediate framebuffer should be set or not.
707
+ * @param {boolean} [resolveRenderTarget=true] - Controls whether an active render target should be resolved
708
+ * or not. Only relevant for explicit clears.
709
+ */
710
+ clear( color, depth, stencil, descriptor = null, setFrameBuffer = true, resolveRenderTarget = true ) {
711
+
712
+ const { gl, renderer } = this;
713
+
714
+ if ( descriptor === null ) {
715
+
716
+ const clearColor = this.getClearColor();
717
+
718
+ descriptor = {
719
+ textures: null,
720
+ clearColorValue: clearColor
721
+ };
722
+
723
+ }
724
+
725
+ //
726
+
727
+ let clear = 0;
728
+
729
+ if ( color ) clear |= gl.COLOR_BUFFER_BIT;
730
+ if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
731
+ if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
732
+
733
+ if ( clear !== 0 ) {
734
+
735
+ let clearColor;
736
+
737
+ if ( descriptor.clearColorValue ) {
738
+
739
+ clearColor = descriptor.clearColorValue;
740
+
741
+ } else {
742
+
743
+ clearColor = this.getClearColor();
744
+
745
+ }
746
+
747
+ const clearDepth = renderer.getClearDepth();
748
+ const clearStencil = renderer.getClearStencil();
749
+
750
+ if ( depth ) this.state.setDepthMask( true );
751
+
752
+ if ( descriptor.textures === null ) {
753
+
754
+ gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
755
+ gl.clear( clear );
756
+
757
+ } else {
758
+
759
+ if ( setFrameBuffer ) this._setFramebuffer( descriptor );
760
+
761
+ if ( color ) {
762
+
763
+ for ( let i = 0; i < descriptor.textures.length; i ++ ) {
764
+
765
+ if ( i === 0 ) {
766
+
767
+ gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
768
+
769
+ } else {
770
+
771
+ gl.clearBufferfv( gl.COLOR, i, [ 0, 0, 0, 1 ] );
772
+
773
+ }
774
+
775
+ }
776
+
777
+ }
778
+
779
+ if ( depth && stencil ) {
780
+
781
+ gl.clearBufferfi( gl.DEPTH_STENCIL, 0, clearDepth, clearStencil );
782
+
783
+ } else if ( depth ) {
784
+
785
+ gl.clearBufferfv( gl.DEPTH, 0, [ clearDepth ] );
786
+
787
+ } else if ( stencil ) {
788
+
789
+ gl.clearBufferiv( gl.STENCIL, 0, [ clearStencil ] );
790
+
791
+ }
792
+
793
+ if ( setFrameBuffer && resolveRenderTarget ) this._resolveRenderTarget( descriptor );
794
+
795
+ }
796
+
797
+ }
798
+
799
+ }
800
+
801
+ /**
802
+ * This method is executed at the beginning of a compute call and
803
+ * prepares the state for upcoming compute tasks.
804
+ *
805
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
806
+ */
807
+ beginCompute( computeGroup ) {
808
+
809
+ const { state, gl } = this;
810
+ const computeGroupData = this.get( computeGroup );
811
+
812
+ //
813
+
814
+ computeGroupData.frameCalls = this.renderer.info.compute.frameCalls;
815
+
816
+ //
817
+
818
+ state.bindFramebuffer( gl.FRAMEBUFFER, null );
819
+ this.initTimestampQuery( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );
820
+
821
+ }
822
+
823
+ /**
824
+ * Executes a compute command for the given compute node.
825
+ *
826
+ * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
827
+ * @param {Node} computeNode - The compute node.
828
+ * @param {Array<BindGroup>} bindings - The bindings.
829
+ * @param {ComputePipeline} pipeline - The compute pipeline.
830
+ * @param {?number} [count=null] - The count of compute invocations. If `null`, the count is determined by the compute node.
831
+ */
832
+ compute( computeGroup, computeNode, bindings, pipeline, count = null ) {
833
+
834
+ const { state, gl } = this;
835
+
836
+ if ( this.discard === false ) {
837
+
838
+ // required here to handle async behaviour of render.compute()
839
+ gl.enable( gl.RASTERIZER_DISCARD );
840
+ this.discard = true;
841
+
842
+ }
843
+
844
+ const { programGPU, transformBuffers, attributes } = this.get( pipeline );
845
+
846
+ const vaoKey = this._getVaoKey( attributes );
847
+
848
+ const vaoGPU = this.vaoCache[ vaoKey ];
849
+
850
+ if ( vaoGPU === undefined ) {
851
+
852
+ this.vaoCache[ vaoKey ] = this._createVao( attributes );
853
+
854
+ } else {
855
+
856
+ state.setVertexState( vaoGPU );
857
+
858
+ }
859
+
860
+ state.useProgram( programGPU );
861
+
862
+ this._bindUniforms( bindings );
863
+
864
+ const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
865
+
866
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
867
+ gl.beginTransformFeedback( gl.POINTS );
868
+
869
+ count = ( count !== null ) ? count : computeNode.count;
870
+
871
+ if ( Array.isArray( count ) ) {
872
+
873
+ warnOnce( 'WebGLBackend.compute(): The count parameter must be a single number, not an array.' );
874
+
875
+ count = count[ 0 ];
876
+
877
+ }
878
+
879
+ if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
880
+
881
+ gl.drawArraysInstanced( gl.POINTS, 0, 1, count );
882
+
883
+ } else {
884
+
885
+ gl.drawArrays( gl.POINTS, 0, count );
886
+
887
+ }
888
+
889
+ gl.endTransformFeedback();
890
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
891
+
892
+ // switch active buffers
893
+
894
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
895
+
896
+ const dualAttributeData = transformBuffers[ i ];
897
+
898
+ if ( dualAttributeData.pbo && this.has( dualAttributeData.pbo ) ) {
899
+
900
+ this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
901
+
902
+ }
903
+
904
+ dualAttributeData.switchBuffers();
905
+
906
+
907
+ }
908
+
909
+ }
910
+
911
+ /**
912
+ * This method is executed at the end of a compute call and
913
+ * finalizes work after compute tasks.
914
+ *
915
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
916
+ */
917
+ finishCompute( computeGroup ) {
918
+
919
+ const gl = this.gl;
920
+
921
+ this.discard = false;
922
+
923
+ gl.disable( gl.RASTERIZER_DISCARD );
924
+
925
+ this.prepareTimestampBuffer( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );
926
+
927
+ if ( this._currentContext ) {
928
+
929
+ this._setFramebuffer( this._currentContext );
930
+
931
+ }
932
+
933
+ }
934
+
935
+ /**
936
+ * Internal to determine if the current render target is a render target array with depth 2D array texture.
937
+ *
938
+ * @param {RenderContext} renderContext - The render context.
939
+ * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
940
+ *
941
+ * @private
942
+ */
943
+ _isRenderCameraDepthArray( renderContext ) {
944
+
945
+ return renderContext.depthTexture && renderContext.depthTexture.isArrayTexture && renderContext.camera.isArrayCamera;
946
+
947
+ }
948
+
949
+ /**
950
+ * Executes a draw command for the given render object.
951
+ *
952
+ * @param {RenderObject} renderObject - The render object to draw.
953
+ * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
954
+ */
955
+ draw( renderObject/*, info*/ ) {
956
+
957
+ const { object, pipeline, material, context, hardwareClippingPlanes } = renderObject;
958
+ const { programGPU } = this.get( pipeline );
959
+
960
+ const { gl, state } = this;
961
+
962
+ const contextData = this.get( context );
963
+
964
+ const drawParams = renderObject.getDrawParameters();
965
+
966
+ if ( drawParams === null ) return;
967
+
968
+ //
969
+
970
+ this._bindUniforms( renderObject.getBindings() );
971
+
972
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
973
+
974
+ state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
975
+
976
+ state.useProgram( programGPU );
977
+
978
+ // vertex state
979
+
980
+ const attributes = renderObject.getAttributes();
981
+ const attributesData = this.get( attributes );
982
+
983
+ let vaoGPU = attributesData.vaoGPU;
984
+
985
+ if ( vaoGPU === undefined ) {
986
+
987
+ const vaoKey = this._getVaoKey( attributes );
988
+
989
+ vaoGPU = this.vaoCache[ vaoKey ];
990
+
991
+ if ( vaoGPU === undefined ) {
992
+
993
+ vaoGPU = this._createVao( attributes );
994
+
995
+ this.vaoCache[ vaoKey ] = vaoGPU;
996
+ attributesData.vaoGPU = vaoGPU;
997
+
998
+ }
999
+
1000
+ }
1001
+
1002
+ const index = renderObject.getIndex();
1003
+ const indexGPU = ( index !== null ) ? this.get( index ).bufferGPU : null;
1004
+
1005
+ state.setVertexState( vaoGPU, indexGPU );
1006
+
1007
+ //
1008
+
1009
+ const lastObject = contextData.lastOcclusionObject;
1010
+
1011
+ if ( lastObject !== object && lastObject !== undefined ) {
1012
+
1013
+ if ( lastObject !== null && lastObject.occlusionTest === true ) {
1014
+
1015
+ gl.endQuery( gl.ANY_SAMPLES_PASSED );
1016
+
1017
+ contextData.occlusionQueryIndex ++;
1018
+
1019
+ }
1020
+
1021
+ if ( object.occlusionTest === true ) {
1022
+
1023
+ const query = gl.createQuery();
1024
+
1025
+ gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
1026
+
1027
+ contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
1028
+ contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
1029
+
1030
+ }
1031
+
1032
+ contextData.lastOcclusionObject = object;
1033
+
1034
+ }
1035
+
1036
+ //
1037
+ const renderer = this.bufferRenderer;
1038
+
1039
+ if ( object.isPoints ) renderer.mode = gl.POINTS;
1040
+ else if ( object.isLineSegments ) renderer.mode = gl.LINES;
1041
+ else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
1042
+ else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
1043
+ else {
1044
+
1045
+ if ( material.wireframe === true ) {
1046
+
1047
+ state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
1048
+ renderer.mode = gl.LINES;
1049
+
1050
+ } else {
1051
+
1052
+ renderer.mode = gl.TRIANGLES;
1053
+
1054
+ }
1055
+
1056
+ }
1057
+
1058
+ //
1059
+
1060
+ const { vertexCount, instanceCount } = drawParams;
1061
+ let { firstVertex } = drawParams;
1062
+
1063
+ renderer.object = object;
1064
+
1065
+ if ( index !== null ) {
1066
+
1067
+ firstVertex *= index.array.BYTES_PER_ELEMENT;
1068
+
1069
+ const indexData = this.get( index );
1070
+
1071
+ renderer.index = index.count;
1072
+ renderer.type = indexData.type;
1073
+
1074
+ } else {
1075
+
1076
+ renderer.index = 0;
1077
+
1078
+ }
1079
+
1080
+ const draw = () => {
1081
+
1082
+ if ( object.isBatchedMesh ) {
1083
+
1084
+ if ( object._multiDrawInstances !== null ) {
1085
+
1086
+ // @deprecated, r174
1087
+ warnOnce( 'WebGLBackend: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
1088
+ renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
1089
+
1090
+ } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {
1091
+
1092
+ warnOnce( 'WebGLRenderer: WEBGL_multi_draw not supported.' );
1093
+
1094
+ } else {
1095
+
1096
+ renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
1097
+
1098
+ }
1099
+
1100
+ } else if ( instanceCount > 1 ) {
1101
+
1102
+ renderer.renderInstances( firstVertex, vertexCount, instanceCount );
1103
+
1104
+ } else {
1105
+
1106
+ renderer.render( firstVertex, vertexCount );
1107
+
1108
+ }
1109
+
1110
+ };
1111
+
1112
+ if ( renderObject.camera.isArrayCamera === true && renderObject.camera.cameras.length > 0 && renderObject.camera.isMultiViewCamera === false ) {
1113
+
1114
+ const cameraData = this.get( renderObject.camera );
1115
+ const cameras = renderObject.camera.cameras;
1116
+ const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' ).bindings[ 0 ];
1117
+
1118
+ if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {
1119
+
1120
+ const data = new Uint32Array( [ 0, 0, 0, 0 ] );
1121
+ const indexesGPU = [];
1122
+
1123
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1124
+
1125
+ const bufferGPU = gl.createBuffer();
1126
+
1127
+ data[ 0 ] = i;
1128
+
1129
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1130
+ gl.bufferData( gl.UNIFORM_BUFFER, data, gl.STATIC_DRAW );
1131
+
1132
+ indexesGPU.push( bufferGPU );
1133
+
1134
+ }
1135
+
1136
+ cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this
1137
+
1138
+ }
1139
+
1140
+ const cameraIndexData = this.get( cameraIndex );
1141
+ const pixelRatio = this.renderer.getPixelRatio();
1142
+
1143
+ const renderTarget = this._currentContext.renderTarget;
1144
+ const isRenderCameraDepthArray = this._isRenderCameraDepthArray( this._currentContext );
1145
+ const prevActiveCubeFace = this._currentContext.activeCubeFace;
1146
+
1147
+ if ( isRenderCameraDepthArray ) {
1148
+
1149
+ // Clear the depth texture
1150
+ const textureData = this.get( renderTarget.depthTexture );
1151
+
1152
+ if ( textureData.clearedRenderId !== this.renderer._nodes.nodeFrame.renderId ) {
1153
+
1154
+ textureData.clearedRenderId = this.renderer._nodes.nodeFrame.renderId;
1155
+
1156
+ const { stencilBuffer } = renderTarget;
1157
+
1158
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1159
+
1160
+ this.renderer._activeCubeFace = i;
1161
+ this._currentContext.activeCubeFace = i;
1162
+
1163
+ this._setFramebuffer( this._currentContext );
1164
+ this.clear( false, true, stencilBuffer, this._currentContext, false, false );
1165
+
1166
+ }
1167
+
1168
+ this.renderer._activeCubeFace = prevActiveCubeFace;
1169
+ this._currentContext.activeCubeFace = prevActiveCubeFace;
1170
+
1171
+ }
1172
+
1173
+ }
1174
+
1175
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
1176
+
1177
+ const subCamera = cameras[ i ];
1178
+
1179
+ if ( object.layers.test( subCamera.layers ) ) {
1180
+
1181
+ if ( isRenderCameraDepthArray ) {
1182
+
1183
+ // Update the active layer
1184
+ this.renderer._activeCubeFace = i;
1185
+ this._currentContext.activeCubeFace = i;
1186
+
1187
+ this._setFramebuffer( this._currentContext );
1188
+
1189
+ }
1190
+
1191
+ const vp = subCamera.viewport;
1192
+
1193
+ if ( vp !== undefined ) {
1194
+
1195
+ const x = vp.x * pixelRatio;
1196
+ const y = vp.y * pixelRatio;
1197
+ const width = vp.width * pixelRatio;
1198
+ const height = vp.height * pixelRatio;
1199
+
1200
+ state.viewport(
1201
+ Math.floor( x ),
1202
+ Math.floor( renderObject.context.height - height - y ),
1203
+ Math.floor( width ),
1204
+ Math.floor( height )
1205
+ );
1206
+
1207
+ }
1208
+
1209
+ state.bindBufferBase( gl.UNIFORM_BUFFER, cameraIndexData.index, cameraData.indexesGPU[ i ] );
1210
+
1211
+ draw();
1212
+
1213
+ }
1214
+
1215
+ this._currentContext.activeCubeFace = prevActiveCubeFace;
1216
+ this.renderer._activeCubeFace = prevActiveCubeFace;
1217
+
1218
+ }
1219
+
1220
+ } else {
1221
+
1222
+ draw();
1223
+
1224
+ }
1225
+
1226
+ }
1227
+
1228
+ /**
1229
+ * Explain why always null is returned.
1230
+ *
1231
+ * @param {RenderObject} renderObject - The render object.
1232
+ * @return {boolean} Whether the render pipeline requires an update or not.
1233
+ */
1234
+ needsRenderUpdate( /*renderObject*/ ) {
1235
+
1236
+ return false;
1237
+
1238
+ }
1239
+
1240
+ /**
1241
+ * Explain why no cache key is computed.
1242
+ *
1243
+ * @param {RenderObject} renderObject - The render object.
1244
+ * @return {string} The cache key.
1245
+ */
1246
+ getRenderCacheKey( /*renderObject*/ ) {
1247
+
1248
+ return '';
1249
+
1250
+ }
1251
+
1252
+ // textures
1253
+
1254
+ /**
1255
+ * Creates a default texture for the given texture that can be used
1256
+ * as a placeholder until the actual texture is ready for usage.
1257
+ *
1258
+ * @param {Texture} texture - The texture to create a default texture for.
1259
+ */
1260
+ createDefaultTexture( texture ) {
1261
+
1262
+ this.textureUtils.createDefaultTexture( texture );
1263
+
1264
+ }
1265
+
1266
+ /**
1267
+ * Defines a texture on the GPU for the given texture object.
1268
+ *
1269
+ * @param {Texture} texture - The texture.
1270
+ * @param {Object} [options={}] - Optional configuration parameter.
1271
+ */
1272
+ createTexture( texture, options ) {
1273
+
1274
+ this.textureUtils.createTexture( texture, options );
1275
+
1276
+ }
1277
+
1278
+ /**
1279
+ * Uploads the updated texture data to the GPU.
1280
+ *
1281
+ * @param {Texture} texture - The texture.
1282
+ * @param {Object} [options={}] - Optional configuration parameter.
1283
+ */
1284
+ updateTexture( texture, options ) {
1285
+
1286
+ this.textureUtils.updateTexture( texture, options );
1287
+
1288
+ }
1289
+
1290
+ /**
1291
+ * Generates mipmaps for the given texture.
1292
+ *
1293
+ * @param {Texture} texture - The texture.
1294
+ */
1295
+ generateMipmaps( texture ) {
1296
+
1297
+ this.textureUtils.generateMipmaps( texture );
1298
+
1299
+ }
1300
+
1301
+ /**
1302
+ * Destroys the GPU data for the given texture object.
1303
+ *
1304
+ * @param {Texture} texture - The texture.
1305
+ */
1306
+ destroyTexture( texture ) {
1307
+
1308
+ this.textureUtils.destroyTexture( texture );
1309
+
1310
+ }
1311
+
1312
+ /**
1313
+ * Returns texture data as a typed array.
1314
+ *
1315
+ * @async
1316
+ * @param {Texture} texture - The texture to copy.
1317
+ * @param {number} x - The x coordinate of the copy origin.
1318
+ * @param {number} y - The y coordinate of the copy origin.
1319
+ * @param {number} width - The width of the copy.
1320
+ * @param {number} height - The height of the copy.
1321
+ * @param {number} faceIndex - The face index.
1322
+ * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
1323
+ */
1324
+ async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
1325
+
1326
+ return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
1327
+
1328
+ }
1329
+
1330
+ /**
1331
+ * This method does nothing since WebGL 2 has no concept of samplers.
1332
+ *
1333
+ * @param {Texture} texture - The texture to create the sampler for.
1334
+ */
1335
+ createSampler( /*texture*/ ) {
1336
+
1337
+ //warn( 'Abstract class.' );
1338
+
1339
+ }
1340
+
1341
+ /**
1342
+ * This method does nothing since WebGL 2 has no concept of samplers.
1343
+ *
1344
+ * @param {Texture} texture - The texture to destroy the sampler for.
1345
+ */
1346
+ destroySampler( /*texture*/ ) {}
1347
+
1348
+ // node builder
1349
+
1350
+ /**
1351
+ * Returns a node builder for the given render object.
1352
+ *
1353
+ * @param {RenderObject} object - The render object.
1354
+ * @param {Renderer} renderer - The renderer.
1355
+ * @return {GLSLNodeBuilder} The node builder.
1356
+ */
1357
+ createNodeBuilder( object, renderer ) {
1358
+
1359
+ return new GLSLNodeBuilder( object, renderer );
1360
+
1361
+ }
1362
+
1363
+ // program
1364
+
1365
+ /**
1366
+ * Creates a shader program from the given programmable stage.
1367
+ *
1368
+ * @param {ProgrammableStage} program - The programmable stage.
1369
+ */
1370
+ createProgram( program ) {
1371
+
1372
+ const gl = this.gl;
1373
+ const { stage, code } = program;
1374
+
1375
+ const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
1376
+
1377
+ gl.shaderSource( shader, code );
1378
+ gl.compileShader( shader );
1379
+
1380
+ this.set( program, {
1381
+ shaderGPU: shader
1382
+ } );
1383
+
1384
+ }
1385
+
1386
+ /**
1387
+ * Destroys the shader program of the given programmable stage.
1388
+ *
1389
+ * @param {ProgrammableStage} program - The programmable stage.
1390
+ */
1391
+ destroyProgram( program ) {
1392
+
1393
+ this.delete( program );
1394
+
1395
+ }
1396
+
1397
+ /**
1398
+ * Creates a render pipeline for the given render object.
1399
+ *
1400
+ * @param {RenderObject} renderObject - The render object.
1401
+ * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
1402
+ */
1403
+ createRenderPipeline( renderObject, promises ) {
1404
+
1405
+ const gl = this.gl;
1406
+ const pipeline = renderObject.pipeline;
1407
+
1408
+ // Program
1409
+
1410
+ const { fragmentProgram, vertexProgram } = pipeline;
1411
+
1412
+ const programGPU = gl.createProgram();
1413
+
1414
+ const fragmentShader = this.get( fragmentProgram ).shaderGPU;
1415
+ const vertexShader = this.get( vertexProgram ).shaderGPU;
1416
+
1417
+ gl.attachShader( programGPU, fragmentShader );
1418
+ gl.attachShader( programGPU, vertexShader );
1419
+ gl.linkProgram( programGPU );
1420
+
1421
+ this.set( pipeline, {
1422
+ programGPU,
1423
+ fragmentShader,
1424
+ vertexShader
1425
+ } );
1426
+
1427
+ if ( promises !== null && this.parallel ) {
1428
+
1429
+ const p = new Promise( ( resolve /*, reject*/ ) => {
1430
+
1431
+ const parallel = this.parallel;
1432
+ const checkStatus = () => {
1433
+
1434
+ if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
1435
+
1436
+ this._completeCompile( renderObject, pipeline );
1437
+ resolve();
1438
+
1439
+ } else {
1440
+
1441
+ requestAnimationFrame( checkStatus );
1442
+
1443
+ }
1444
+
1445
+ };
1446
+
1447
+ checkStatus();
1448
+
1449
+ } );
1450
+
1451
+ promises.push( p );
1452
+
1453
+ return;
1454
+
1455
+ }
1456
+
1457
+ this._completeCompile( renderObject, pipeline );
1458
+
1459
+ }
1460
+
1461
+ /**
1462
+ * Formats the source code of error messages.
1463
+ *
1464
+ * @private
1465
+ * @param {string} string - The code.
1466
+ * @param {number} errorLine - The error line.
1467
+ * @return {string} The formatted code.
1468
+ */
1469
+ _handleSource( string, errorLine ) {
1470
+
1471
+ const lines = string.split( '\n' );
1472
+ const lines2 = [];
1473
+
1474
+ const from = Math.max( errorLine - 6, 0 );
1475
+ const to = Math.min( errorLine + 6, lines.length );
1476
+
1477
+ for ( let i = from; i < to; i ++ ) {
1478
+
1479
+ const line = i + 1;
1480
+ lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
1481
+
1482
+ }
1483
+
1484
+ return lines2.join( '\n' );
1485
+
1486
+ }
1487
+
1488
+ /**
1489
+ * Gets the shader compilation errors from the info log.
1490
+ *
1491
+ * @private
1492
+ * @param {WebGL2RenderingContext} gl - The rendering context.
1493
+ * @param {WebGLShader} shader - The WebGL shader object.
1494
+ * @param {string} type - The shader type.
1495
+ * @return {string} The shader errors.
1496
+ */
1497
+ _getShaderErrors( gl, shader, type ) {
1498
+
1499
+ const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
1500
+
1501
+ const shaderInfoLog = gl.getShaderInfoLog( shader ) || '';
1502
+ const errors = shaderInfoLog.trim();
1503
+
1504
+ if ( status && errors === '' ) return '';
1505
+
1506
+ const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
1507
+ if ( errorMatches ) {
1508
+
1509
+ const errorLine = parseInt( errorMatches[ 1 ] );
1510
+ return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
1511
+
1512
+ } else {
1513
+
1514
+ return errors;
1515
+
1516
+ }
1517
+
1518
+ }
1519
+
1520
+ /**
1521
+ * Logs shader compilation errors.
1522
+ *
1523
+ * @private
1524
+ * @param {WebGLProgram} programGPU - The WebGL program.
1525
+ * @param {WebGLShader} glFragmentShader - The fragment shader as a native WebGL shader object.
1526
+ * @param {WebGLShader} glVertexShader - The vertex shader as a native WebGL shader object.
1527
+ */
1528
+ _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
1529
+
1530
+ if ( this.renderer.debug.checkShaderErrors ) {
1531
+
1532
+ const gl = this.gl;
1533
+
1534
+ const programInfoLog = gl.getProgramInfoLog( programGPU ) || '';
1535
+ const programLog = programInfoLog.trim();
1536
+
1537
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1538
+
1539
+ if ( typeof this.renderer.debug.onShaderError === 'function' ) {
1540
+
1541
+ this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
1542
+
1543
+ } else {
1544
+
1545
+ // default error reporting
1546
+
1547
+ const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
1548
+ const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
1549
+
1550
+ error(
1551
+ 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
1552
+ 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
1553
+ 'Program Info Log: ' + programLog + '\n' +
1554
+ vertexErrors + '\n' +
1555
+ fragmentErrors
1556
+ );
1557
+
1558
+ }
1559
+
1560
+ } else if ( programLog !== '' ) {
1561
+
1562
+ warn( 'WebGLProgram: Program Info Log:', programLog );
1563
+
1564
+ }
1565
+
1566
+ }
1567
+
1568
+ }
1569
+
1570
+ /**
1571
+ * Completes the shader program setup for the given render object.
1572
+ *
1573
+ * @private
1574
+ * @param {RenderObject} renderObject - The render object.
1575
+ * @param {RenderPipeline} pipeline - The render pipeline.
1576
+ */
1577
+ _completeCompile( renderObject, pipeline ) {
1578
+
1579
+ const { state, gl } = this;
1580
+ const pipelineData = this.get( pipeline );
1581
+ const { programGPU, fragmentShader, vertexShader } = pipelineData;
1582
+
1583
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1584
+
1585
+ this._logProgramError( programGPU, fragmentShader, vertexShader );
1586
+
1587
+ }
1588
+
1589
+ state.useProgram( programGPU );
1590
+
1591
+ // Bindings
1592
+
1593
+ const bindings = renderObject.getBindings();
1594
+
1595
+ this._setupBindings( bindings, programGPU );
1596
+
1597
+ //
1598
+
1599
+ this.set( pipeline, {
1600
+ programGPU
1601
+ } );
1602
+
1603
+ }
1604
+
1605
+ /**
1606
+ * Creates a compute pipeline for the given compute node.
1607
+ *
1608
+ * @param {ComputePipeline} computePipeline - The compute pipeline.
1609
+ * @param {Array<BindGroup>} bindings - The bindings.
1610
+ */
1611
+ createComputePipeline( computePipeline, bindings ) {
1612
+
1613
+ const { state, gl } = this;
1614
+
1615
+ // Program
1616
+
1617
+ const fragmentProgram = {
1618
+ stage: 'fragment',
1619
+ code: '#version 300 es\nprecision highp float;\nvoid main() {}'
1620
+ };
1621
+
1622
+ this.createProgram( fragmentProgram );
1623
+
1624
+ const { computeProgram } = computePipeline;
1625
+
1626
+ const programGPU = gl.createProgram();
1627
+
1628
+ const fragmentShader = this.get( fragmentProgram ).shaderGPU;
1629
+ const vertexShader = this.get( computeProgram ).shaderGPU;
1630
+
1631
+ const transforms = computeProgram.transforms;
1632
+
1633
+ const transformVaryingNames = [];
1634
+ const transformAttributeNodes = [];
1635
+
1636
+ for ( let i = 0; i < transforms.length; i ++ ) {
1637
+
1638
+ const transform = transforms[ i ];
1639
+
1640
+ transformVaryingNames.push( transform.varyingName );
1641
+ transformAttributeNodes.push( transform.attributeNode );
1642
+
1643
+ }
1644
+
1645
+ gl.attachShader( programGPU, fragmentShader );
1646
+ gl.attachShader( programGPU, vertexShader );
1647
+
1648
+ gl.transformFeedbackVaryings(
1649
+ programGPU,
1650
+ transformVaryingNames,
1651
+ gl.SEPARATE_ATTRIBS
1652
+ );
1653
+
1654
+ gl.linkProgram( programGPU );
1655
+
1656
+ if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
1657
+
1658
+ this._logProgramError( programGPU, fragmentShader, vertexShader );
1659
+
1660
+
1661
+ }
1662
+
1663
+ state.useProgram( programGPU );
1664
+
1665
+ // Bindings
1666
+
1667
+ this._setupBindings( bindings, programGPU );
1668
+
1669
+ const attributeNodes = computeProgram.attributes;
1670
+ const attributes = [];
1671
+ const transformBuffers = [];
1672
+
1673
+ for ( let i = 0; i < attributeNodes.length; i ++ ) {
1674
+
1675
+ const attribute = attributeNodes[ i ].node.attribute;
1676
+
1677
+ attributes.push( attribute );
1678
+
1679
+ if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1680
+
1681
+ }
1682
+
1683
+ for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
1684
+
1685
+ const attribute = transformAttributeNodes[ i ].attribute;
1686
+
1687
+ if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1688
+
1689
+ const attributeData = this.get( attribute );
1690
+
1691
+ transformBuffers.push( attributeData );
1692
+
1693
+ }
1694
+
1695
+ //
1696
+
1697
+ this.set( computePipeline, {
1698
+ programGPU,
1699
+ transformBuffers,
1700
+ attributes
1701
+ } );
1702
+
1703
+ }
1704
+
1705
+ /**
1706
+ * Creates bindings from the given bind group definition.
1707
+ *
1708
+ * @param {BindGroup} bindGroup - The bind group.
1709
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
1710
+ * @param {number} cacheIndex - The cache index.
1711
+ * @param {number} version - The version.
1712
+ */
1713
+ createBindings( bindGroup, bindings /*, cacheIndex, version*/ ) {
1714
+
1715
+ if ( this._knownBindings.has( bindings ) === false ) {
1716
+
1717
+ this._knownBindings.add( bindings );
1718
+
1719
+ let uniformBuffers = 0;
1720
+ let textures = 0;
1721
+
1722
+ for ( const bindGroup of bindings ) {
1723
+
1724
+ this.set( bindGroup, {
1725
+ textures: textures,
1726
+ uniformBuffers: uniformBuffers
1727
+ } );
1728
+
1729
+ for ( const binding of bindGroup.bindings ) {
1730
+
1731
+ if ( binding.isUniformBuffer ) uniformBuffers ++;
1732
+ if ( binding.isSampledTexture ) textures ++;
1733
+
1734
+ }
1735
+
1736
+ }
1737
+
1738
+ }
1739
+
1740
+ this.updateBindings( bindGroup, bindings );
1741
+
1742
+ }
1743
+
1744
+ /**
1745
+ * Updates the given bind group definition.
1746
+ *
1747
+ * @param {BindGroup} bindGroup - The bind group.
1748
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
1749
+ * @param {number} cacheIndex - The cache index.
1750
+ * @param {number} version - The version.
1751
+ */
1752
+ updateBindings( bindGroup /*, bindings, cacheIndex, version*/ ) {
1753
+
1754
+ const { gl } = this;
1755
+
1756
+ const bindGroupData = this.get( bindGroup );
1757
+
1758
+ let i = bindGroupData.uniformBuffers;
1759
+ let t = bindGroupData.textures;
1760
+
1761
+ for ( const binding of bindGroup.bindings ) {
1762
+
1763
+ const map = this.get( binding );
1764
+
1765
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
1766
+
1767
+ const data = binding.buffer;
1768
+ let { bufferGPU } = this.get( data );
1769
+
1770
+ if ( bufferGPU === undefined ) {
1771
+
1772
+ // create
1773
+
1774
+ bufferGPU = gl.createBuffer();
1775
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1776
+ gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
1777
+
1778
+ this.set( data, { bufferGPU } );
1779
+
1780
+ } else {
1781
+
1782
+ // update
1783
+
1784
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1785
+ gl.bufferSubData( gl.UNIFORM_BUFFER, 0, data );
1786
+
1787
+ }
1788
+
1789
+ map.index = i ++;
1790
+ map.bufferGPU = bufferGPU;
1791
+
1792
+ this.set( binding, map );
1793
+
1794
+ } else if ( binding.isSampledTexture ) {
1795
+
1796
+ const { textureGPU, glTextureType } = this.get( binding.texture );
1797
+
1798
+ map.index = t ++;
1799
+ map.textureGPU = textureGPU;
1800
+ map.glTextureType = glTextureType;
1801
+
1802
+ this.set( binding, map );
1803
+
1804
+ }
1805
+
1806
+ }
1807
+
1808
+ }
1809
+
1810
+ /**
1811
+ * Updates a buffer binding.
1812
+ *
1813
+ * @param {Buffer} binding - The buffer binding to update.
1814
+ */
1815
+ updateBinding( binding ) {
1816
+
1817
+ const gl = this.gl;
1818
+
1819
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
1820
+
1821
+ const bindingData = this.get( binding );
1822
+ const bufferGPU = bindingData.bufferGPU;
1823
+ const data = binding.buffer;
1824
+
1825
+ gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
1826
+ gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
1827
+
1828
+ }
1829
+
1830
+ }
1831
+
1832
+ // attributes
1833
+
1834
+ /**
1835
+ * Creates the GPU buffer of an indexed shader attribute.
1836
+ *
1837
+ * @param {BufferAttribute} attribute - The indexed buffer attribute.
1838
+ */
1839
+ createIndexAttribute( attribute ) {
1840
+
1841
+ const gl = this.gl;
1842
+
1843
+ this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
1844
+
1845
+ }
1846
+
1847
+ /**
1848
+ * Creates the GPU buffer of a shader attribute.
1849
+ *
1850
+ * @param {BufferAttribute} attribute - The buffer attribute.
1851
+ */
1852
+ createAttribute( attribute ) {
1853
+
1854
+ if ( this.has( attribute ) ) return;
1855
+
1856
+ const gl = this.gl;
1857
+
1858
+ this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1859
+
1860
+ }
1861
+
1862
+ /**
1863
+ * Creates the GPU buffer of a storage attribute.
1864
+ *
1865
+ * @param {BufferAttribute} attribute - The buffer attribute.
1866
+ */
1867
+ createStorageAttribute( attribute ) {
1868
+
1869
+ if ( this.has( attribute ) ) return;
1870
+
1871
+ const gl = this.gl;
1872
+
1873
+ this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
1874
+
1875
+ }
1876
+
1877
+ /**
1878
+ * Updates the GPU buffer of a shader attribute.
1879
+ *
1880
+ * @param {BufferAttribute} attribute - The buffer attribute to update.
1881
+ */
1882
+ updateAttribute( attribute ) {
1883
+
1884
+ this.attributeUtils.updateAttribute( attribute );
1885
+
1886
+ }
1887
+
1888
+ /**
1889
+ * Destroys the GPU buffer of a shader attribute.
1890
+ *
1891
+ * @param {BufferAttribute} attribute - The buffer attribute to destroy.
1892
+ */
1893
+ destroyAttribute( attribute ) {
1894
+
1895
+ this.attributeUtils.destroyAttribute( attribute );
1896
+
1897
+ }
1898
+
1899
+ /**
1900
+ * Checks if the given feature is supported by the backend.
1901
+ *
1902
+ * @param {string} name - The feature's name.
1903
+ * @return {boolean} Whether the feature is supported or not.
1904
+ */
1905
+ hasFeature( name ) {
1906
+
1907
+ const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
1908
+
1909
+ const extensions = this.extensions;
1910
+
1911
+ for ( let i = 0; i < keysMatching.length; i ++ ) {
1912
+
1913
+ if ( extensions.has( keysMatching[ i ] ) ) return true;
1914
+
1915
+ }
1916
+
1917
+ return false;
1918
+
1919
+ }
1920
+
1921
+ /**
1922
+ * Returns the maximum anisotropy texture filtering value.
1923
+ *
1924
+ * @return {number} The maximum anisotropy texture filtering value.
1925
+ */
1926
+ getMaxAnisotropy() {
1927
+
1928
+ return this.capabilities.getMaxAnisotropy();
1929
+
1930
+ }
1931
+
1932
+ /**
1933
+ * Copies data of the given source texture to the given destination texture.
1934
+ *
1935
+ * @param {Texture} srcTexture - The source texture.
1936
+ * @param {Texture} dstTexture - The destination texture.
1937
+ * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
1938
+ * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
1939
+ * @param {number} [srcLevel=0] - The source mip level to copy from.
1940
+ * @param {number} [dstLevel=0] - The destination mip level to copy to.
1941
+ */
1942
+ copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
1943
+
1944
+ this.textureUtils.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
1945
+
1946
+ }
1947
+
1948
+ /**
1949
+ * Copies the current bound framebuffer to the given texture.
1950
+ *
1951
+ * @param {Texture} texture - The destination texture.
1952
+ * @param {RenderContext} renderContext - The render context.
1953
+ * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
1954
+ */
1955
+ copyFramebufferToTexture( texture, renderContext, rectangle ) {
1956
+
1957
+ this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );
1958
+
1959
+ }
1960
+
1961
+ /**
1962
+ * Configures the active framebuffer from the given render context.
1963
+ *
1964
+ * @private
1965
+ * @param {RenderContext} descriptor - The render context.
1966
+ */
1967
+ _setFramebuffer( descriptor ) {
1968
+
1969
+ const { gl, state } = this;
1970
+
1971
+ let currentFrameBuffer = null;
1972
+
1973
+ if ( descriptor.textures !== null ) {
1974
+
1975
+ const renderTarget = descriptor.renderTarget;
1976
+ const renderTargetContextData = this.get( renderTarget );
1977
+ const { samples, depthBuffer, stencilBuffer } = renderTarget;
1978
+
1979
+ const isCube = renderTarget.isWebGLCubeRenderTarget === true;
1980
+ const isRenderTarget3D = renderTarget.isRenderTarget3D === true;
1981
+ const isRenderTargetArray = renderTarget.depth > 1;
1982
+ const isXRRenderTarget = renderTarget.isXRRenderTarget === true;
1983
+ const _hasExternalTextures = ( isXRRenderTarget === true && renderTarget._hasExternalTextures === true );
1984
+
1985
+ let msaaFb = renderTargetContextData.msaaFrameBuffer;
1986
+ let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
1987
+ const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
1988
+ const multiviewExt = this.extensions.get( 'OVR_multiview2' );
1989
+ const useMultisampledRTT = this._useMultisampledExtension( renderTarget );
1990
+ const cacheKey = getCacheKey( descriptor );
1991
+
1992
+ let fb;
1993
+
1994
+ if ( isCube ) {
1995
+
1996
+ renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
1997
+
1998
+ fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
1999
+
2000
+ } else if ( isXRRenderTarget && _hasExternalTextures === false ) {
2001
+
2002
+ fb = this._xrFramebuffer;
2003
+
2004
+ } else {
2005
+
2006
+ renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
2007
+
2008
+ fb = renderTargetContextData.framebuffers[ cacheKey ];
2009
+
2010
+ }
2011
+
2012
+ if ( fb === undefined ) {
2013
+
2014
+ fb = gl.createFramebuffer();
2015
+
2016
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2017
+
2018
+ const textures = descriptor.textures;
2019
+ const depthInvalidationArray = [];
2020
+
2021
+ if ( isCube ) {
2022
+
2023
+ renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
2024
+
2025
+ const { textureGPU } = this.get( textures[ 0 ] );
2026
+
2027
+ const cubeFace = this.renderer._activeCubeFace;
2028
+ const mipLevel = this.renderer._activeMipmapLevel;
2029
+
2030
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, mipLevel );
2031
+
2032
+ } else {
2033
+
2034
+ renderTargetContextData.framebuffers[ cacheKey ] = fb;
2035
+
2036
+ for ( let i = 0; i < textures.length; i ++ ) {
2037
+
2038
+ const texture = textures[ i ];
2039
+ const textureData = this.get( texture );
2040
+ textureData.renderTarget = descriptor.renderTarget;
2041
+ textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
2042
+
2043
+ const attachment = gl.COLOR_ATTACHMENT0 + i;
2044
+
2045
+ if ( renderTarget.multiview ) {
2046
+
2047
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, attachment, textureData.textureGPU, 0, samples, 0, 2 );
2048
+
2049
+ } else if ( isRenderTarget3D || isRenderTargetArray ) {
2050
+
2051
+ const layer = this.renderer._activeCubeFace;
2052
+ const mipLevel = this.renderer._activeMipmapLevel;
2053
+
2054
+ gl.framebufferTextureLayer( gl.FRAMEBUFFER, attachment, textureData.textureGPU, mipLevel, layer );
2055
+
2056
+ } else {
2057
+
2058
+ if ( useMultisampledRTT ) {
2059
+
2060
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2061
+
2062
+ } else {
2063
+
2064
+ const mipLevel = this.renderer._activeMipmapLevel;
2065
+
2066
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, mipLevel );
2067
+
2068
+ }
2069
+
2070
+ }
2071
+
2072
+ }
2073
+
2074
+ }
2075
+
2076
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2077
+
2078
+ if ( renderTarget._autoAllocateDepthBuffer === true ) {
2079
+
2080
+ const renderbuffer = gl.createRenderbuffer();
2081
+ this.textureUtils.setupRenderBufferStorage( renderbuffer, descriptor, 0, useMultisampledRTT );
2082
+ renderTargetContextData.xrDepthRenderbuffer = renderbuffer;
2083
+ depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );
2084
+
2085
+ gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
2086
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );
2087
+
2088
+
2089
+ } else {
2090
+
2091
+ if ( descriptor.depthTexture !== null ) {
2092
+
2093
+ depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );
2094
+
2095
+ const textureData = this.get( descriptor.depthTexture );
2096
+ textureData.renderTarget = descriptor.renderTarget;
2097
+ textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
2098
+
2099
+ if ( renderTarget.multiview ) {
2100
+
2101
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
2102
+
2103
+ } else if ( _hasExternalTextures && useMultisampledRTT ) {
2104
+
2105
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2106
+
2107
+ } else {
2108
+
2109
+ if ( descriptor.depthTexture.isArrayTexture ) {
2110
+
2111
+ const layer = this.renderer._activeCubeFace;
2112
+
2113
+ gl.framebufferTextureLayer( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, layer );
2114
+
2115
+ } else {
2116
+
2117
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2118
+
2119
+ }
2120
+
2121
+ }
2122
+
2123
+ }
2124
+
2125
+ }
2126
+
2127
+ renderTargetContextData.depthInvalidationArray = depthInvalidationArray;
2128
+
2129
+
2130
+ } else {
2131
+
2132
+ const isRenderCameraDepthArray = this._isRenderCameraDepthArray( descriptor );
2133
+
2134
+ if ( isRenderCameraDepthArray ) {
2135
+
2136
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2137
+
2138
+ const layer = this.renderer._activeCubeFace;
2139
+
2140
+ const depthData = this.get( descriptor.depthTexture );
2141
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2142
+ gl.framebufferTextureLayer(
2143
+ gl.FRAMEBUFFER,
2144
+ depthStyle,
2145
+ depthData.textureGPU,
2146
+ 0,
2147
+ layer
2148
+ );
2149
+
2150
+ }
2151
+
2152
+ // rebind external XR textures
2153
+
2154
+ if ( ( isXRRenderTarget || useMultisampledRTT || renderTarget.multiview ) && ( renderTarget._isOpaqueFramebuffer !== true ) ) {
2155
+
2156
+ state.bindFramebuffer( gl.FRAMEBUFFER, fb );
2157
+
2158
+ // rebind color
2159
+
2160
+ const textureData = this.get( descriptor.textures[ 0 ] );
2161
+
2162
+ if ( renderTarget.multiview ) {
2163
+
2164
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, textureData.textureGPU, 0, samples, 0, 2 );
2165
+
2166
+ } else if ( useMultisampledRTT ) {
2167
+
2168
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2169
+
2170
+ } else {
2171
+
2172
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2173
+
2174
+ }
2175
+
2176
+ // rebind depth
2177
+
2178
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2179
+
2180
+ if ( renderTarget._autoAllocateDepthBuffer === true ) {
2181
+
2182
+ const renderbuffer = renderTargetContextData.xrDepthRenderbuffer;
2183
+ gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
2184
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );
2185
+
2186
+ } else {
2187
+
2188
+ const textureData = this.get( descriptor.depthTexture );
2189
+
2190
+ if ( renderTarget.multiview ) {
2191
+
2192
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
2193
+
2194
+ } else if ( useMultisampledRTT ) {
2195
+
2196
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
2197
+
2198
+ } else {
2199
+
2200
+ gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
2201
+
2202
+ }
2203
+
2204
+ }
2205
+
2206
+ }
2207
+
2208
+ }
2209
+
2210
+ if ( samples > 0 && useMultisampledRTT === false && ! renderTarget.multiview ) {
2211
+
2212
+ if ( msaaFb === undefined ) {
2213
+
2214
+ const invalidationArray = [];
2215
+
2216
+ msaaFb = gl.createFramebuffer();
2217
+
2218
+ state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
2219
+
2220
+ const msaaRenderbuffers = [];
2221
+
2222
+ const textures = descriptor.textures;
2223
+
2224
+ for ( let i = 0; i < textures.length; i ++ ) {
2225
+
2226
+ msaaRenderbuffers[ i ] = gl.createRenderbuffer();
2227
+
2228
+ gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2229
+
2230
+ invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
2231
+
2232
+ const texture = descriptor.textures[ i ];
2233
+ const textureData = this.get( texture );
2234
+
2235
+ gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
2236
+ gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2237
+
2238
+
2239
+ }
2240
+
2241
+ gl.bindRenderbuffer( gl.RENDERBUFFER, null );
2242
+
2243
+ renderTargetContextData.msaaFrameBuffer = msaaFb;
2244
+ renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
2245
+
2246
+ if ( depthBuffer && depthRenderbuffer === undefined ) {
2247
+
2248
+ depthRenderbuffer = gl.createRenderbuffer();
2249
+ this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor, samples );
2250
+
2251
+ renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
2252
+
2253
+ const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
2254
+ invalidationArray.push( depthStyle );
2255
+
2256
+ }
2257
+
2258
+ renderTargetContextData.invalidationArray = invalidationArray;
2259
+
2260
+ }
2261
+
2262
+ currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
2263
+
2264
+ } else {
2265
+
2266
+ currentFrameBuffer = fb;
2267
+
2268
+ }
2269
+
2270
+ state.drawBuffers( descriptor, fb );
2271
+
2272
+ }
2273
+
2274
+ state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
2275
+
2276
+ }
2277
+
2278
+ /**
2279
+ * Computes the VAO key for the given index and attributes.
2280
+ *
2281
+ * @private
2282
+ * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
2283
+ * @return {string} The VAO key.
2284
+ */
2285
+ _getVaoKey( attributes ) {
2286
+
2287
+ let key = '';
2288
+
2289
+ for ( let i = 0; i < attributes.length; i ++ ) {
2290
+
2291
+ const attributeData = this.get( attributes[ i ] );
2292
+
2293
+ key += ':' + attributeData.id;
2294
+
2295
+ }
2296
+
2297
+ return key;
2298
+
2299
+ }
2300
+
2301
+ /**
2302
+ * Creates a VAO from the index and attributes.
2303
+ *
2304
+ * @private
2305
+ * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
2306
+ * @return {Object} The VAO data.
2307
+ */
2308
+ _createVao( attributes ) {
2309
+
2310
+ const { gl } = this;
2311
+
2312
+ const vaoGPU = gl.createVertexArray();
2313
+
2314
+ gl.bindVertexArray( vaoGPU );
2315
+
2316
+ for ( let i = 0; i < attributes.length; i ++ ) {
2317
+
2318
+ const attribute = attributes[ i ];
2319
+ const attributeData = this.get( attribute );
2320
+
2321
+ gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
2322
+ gl.enableVertexAttribArray( i );
2323
+
2324
+ let stride, offset;
2325
+
2326
+ if ( attribute.isInterleavedBufferAttribute === true ) {
2327
+
2328
+ stride = attribute.data.stride * attributeData.bytesPerElement;
2329
+ offset = attribute.offset * attributeData.bytesPerElement;
2330
+
2331
+ } else {
2332
+
2333
+ stride = 0;
2334
+ offset = 0;
2335
+
2336
+ }
2337
+
2338
+ if ( attributeData.isInteger ) {
2339
+
2340
+ gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
2341
+
2342
+ } else {
2343
+
2344
+ gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
2345
+
2346
+ }
2347
+
2348
+ if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
2349
+
2350
+ gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
2351
+
2352
+ } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
2353
+
2354
+ gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
2355
+
2356
+ }
2357
+
2358
+ }
2359
+
2360
+ gl.bindBuffer( gl.ARRAY_BUFFER, null );
2361
+
2362
+ return vaoGPU;
2363
+
2364
+ }
2365
+
2366
+ /**
2367
+ * Creates a transform feedback from the given transform buffers.
2368
+ *
2369
+ * @private
2370
+ * @param {Array<DualAttributeData>} transformBuffers - The transform buffers.
2371
+ * @return {WebGLTransformFeedback} The transform feedback.
2372
+ */
2373
+ _getTransformFeedback( transformBuffers ) {
2374
+
2375
+ let key = '';
2376
+
2377
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
2378
+
2379
+ key += ':' + transformBuffers[ i ].id;
2380
+
2381
+ }
2382
+
2383
+ let transformFeedbackGPU = this.transformFeedbackCache[ key ];
2384
+
2385
+ if ( transformFeedbackGPU !== undefined ) {
2386
+
2387
+ return transformFeedbackGPU;
2388
+
2389
+ }
2390
+
2391
+ const { gl } = this;
2392
+
2393
+ transformFeedbackGPU = gl.createTransformFeedback();
2394
+
2395
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
2396
+
2397
+ for ( let i = 0; i < transformBuffers.length; i ++ ) {
2398
+
2399
+ const attributeData = transformBuffers[ i ];
2400
+
2401
+ gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
2402
+
2403
+ }
2404
+
2405
+ gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
2406
+
2407
+ this.transformFeedbackCache[ key ] = transformFeedbackGPU;
2408
+
2409
+ return transformFeedbackGPU;
2410
+
2411
+ }
2412
+
2413
+ /**
2414
+ * Setups the given bindings.
2415
+ *
2416
+ * @private
2417
+ * @param {Array<BindGroup>} bindings - The bindings.
2418
+ * @param {WebGLProgram} programGPU - The WebGL program.
2419
+ */
2420
+ _setupBindings( bindings, programGPU ) {
2421
+
2422
+ const gl = this.gl;
2423
+
2424
+ for ( const bindGroup of bindings ) {
2425
+
2426
+ for ( const binding of bindGroup.bindings ) {
2427
+
2428
+ const bindingData = this.get( binding );
2429
+ const index = bindingData.index;
2430
+
2431
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
2432
+
2433
+ const location = gl.getUniformBlockIndex( programGPU, binding.name );
2434
+ gl.uniformBlockBinding( programGPU, location, index );
2435
+
2436
+ } else if ( binding.isSampledTexture ) {
2437
+
2438
+ const location = gl.getUniformLocation( programGPU, binding.name );
2439
+ gl.uniform1i( location, index );
2440
+
2441
+ }
2442
+
2443
+ }
2444
+
2445
+ }
2446
+
2447
+ }
2448
+
2449
+ /**
2450
+ * Binds the given uniforms.
2451
+ *
2452
+ * @private
2453
+ * @param {Array<BindGroup>} bindings - The bindings.
2454
+ */
2455
+ _bindUniforms( bindings ) {
2456
+
2457
+ const { gl, state } = this;
2458
+
2459
+ for ( const bindGroup of bindings ) {
2460
+
2461
+ for ( const binding of bindGroup.bindings ) {
2462
+
2463
+ const bindingData = this.get( binding );
2464
+ const index = bindingData.index;
2465
+
2466
+ if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
2467
+
2468
+ // TODO USE bindBufferRange to group multiple uniform buffers
2469
+ state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
2470
+
2471
+ } else if ( binding.isSampledTexture ) {
2472
+
2473
+ state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
2474
+
2475
+ }
2476
+
2477
+ }
2478
+
2479
+ }
2480
+
2481
+ }
2482
+
2483
+ /**
2484
+ * The method ensures multisampled render targets are resolved.
2485
+ *
2486
+ * @private
2487
+ * @param {RenderContext} renderContext - The render context.
2488
+ */
2489
+ _resolveRenderTarget( renderContext ) {
2490
+
2491
+ const { gl, state } = this;
2492
+
2493
+ const renderTarget = renderContext.renderTarget;
2494
+
2495
+ if ( renderContext.textures !== null && renderTarget ) {
2496
+
2497
+ const renderTargetContextData = this.get( renderTarget );
2498
+
2499
+ if ( renderTarget.samples > 0 && this._useMultisampledExtension( renderTarget ) === false ) {
2500
+
2501
+ const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
2502
+
2503
+ let mask = gl.COLOR_BUFFER_BIT;
2504
+
2505
+ if ( renderTarget.resolveDepthBuffer ) {
2506
+
2507
+ if ( renderTarget.depthBuffer ) mask |= gl.DEPTH_BUFFER_BIT;
2508
+ if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= gl.STENCIL_BUFFER_BIT;
2509
+
2510
+ }
2511
+
2512
+ const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
2513
+ const msaaRenderbuffers = renderTargetContextData.msaaRenderbuffers;
2514
+
2515
+ const textures = renderContext.textures;
2516
+ const isMRT = textures.length > 1;
2517
+
2518
+ state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
2519
+ state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
2520
+
2521
+ if ( isMRT ) {
2522
+
2523
+ // blitFramebuffer() can only copy/resolve the first color attachment of a framebuffer. When using MRT,
2524
+ // the engine temporarily removes all attachments and then configures each attachment for the resolve.
2525
+
2526
+ for ( let i = 0; i < textures.length; i ++ ) {
2527
+
2528
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, null );
2529
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, null, 0 );
2530
+
2531
+ }
2532
+
2533
+ }
2534
+
2535
+ for ( let i = 0; i < textures.length; i ++ ) {
2536
+
2537
+ if ( isMRT ) {
2538
+
2539
+ // configure attachment for resolve
2540
+
2541
+ const { textureGPU } = this.get( textures[ i ] );
2542
+
2543
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2544
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureGPU, 0 );
2545
+
2546
+ }
2547
+
2548
+ if ( renderContext.scissor ) {
2549
+
2550
+ const { x, y, width, height } = renderContext.scissorValue;
2551
+
2552
+ const viewY = renderContext.height - height - y;
2553
+
2554
+ gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
2555
+
2556
+ } else {
2557
+
2558
+ gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
2559
+
2560
+ }
2561
+
2562
+ }
2563
+
2564
+ if ( isMRT ) {
2565
+
2566
+ // restore attachments
2567
+
2568
+ for ( let i = 0; i < textures.length; i ++ ) {
2569
+
2570
+ const { textureGPU } = this.get( textures[ i ] );
2571
+
2572
+ gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
2573
+ gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, textureGPU, 0 );
2574
+
2575
+ }
2576
+
2577
+ }
2578
+
2579
+ if ( this._supportsInvalidateFramebuffer === true ) {
2580
+
2581
+ gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
2582
+
2583
+ }
2584
+
2585
+ } else if ( renderTarget.resolveDepthBuffer === false && renderTargetContextData.framebuffers ) {
2586
+
2587
+ const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
2588
+ state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
2589
+ gl.invalidateFramebuffer( gl.DRAW_FRAMEBUFFER, renderTargetContextData.depthInvalidationArray );
2590
+
2591
+ }
2592
+
2593
+ }
2594
+
2595
+ }
2596
+
2597
+ /**
2598
+ * Returns `true` if the `WEBGL_multisampled_render_to_texture` extension
2599
+ * should be used when MSAA is enabled.
2600
+ *
2601
+ * @private
2602
+ * @param {RenderTarget} renderTarget - The render target that should be multisampled.
2603
+ * @return {boolean} Whether to use the `WEBGL_multisampled_render_to_texture` extension for MSAA or not.
2604
+ */
2605
+ _useMultisampledExtension( renderTarget ) {
2606
+
2607
+ if ( renderTarget.multiview === true ) {
2608
+
2609
+ return true;
2610
+
2611
+ }
2612
+
2613
+ return renderTarget.samples > 0 && this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTarget._autoAllocateDepthBuffer !== false;
2614
+
2615
+ }
2616
+
2617
+ /**
2618
+ * Frees internal resources.
2619
+ */
2620
+ dispose() {
2621
+
2622
+ if ( this.textureUtils !== null ) this.textureUtils.dispose();
2623
+
2624
+ const extension = this.extensions.get( 'WEBGL_lose_context' );
2625
+ if ( extension ) extension.loseContext();
2626
+
2627
+ this.renderer.domElement.removeEventListener( 'webglcontextlost', this._onContextLost );
2628
+
2629
+ }
2630
+
2631
+ }
2632
+
2633
+ export default WebGLBackend;