node-ejs-renderer/node_modules/three/examples/jsm/renderers/webgl/WebGLBackend.js

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2024-06-09 13:55:01 -04:00
import { WebGLCoordinateSystem } from 'three';
import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
import Backend from '../common/Backend.js';
import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
import WebGLState from './utils/WebGLState.js';
import WebGLUtils from './utils/WebGLUtils.js';
import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
import WebGLExtensions from './utils/WebGLExtensions.js';
import WebGLCapabilities from './utils/WebGLCapabilities.js';
import { GLFeatureName } from './utils/WebGLConstants.js';
import { WebGLBufferRenderer } from './WebGLBufferRenderer.js';
//
class WebGLBackend extends Backend {
constructor( parameters = {} ) {
super( parameters );
this.isWebGLBackend = true;
}
init( renderer ) {
super.init( renderer );
//
const parameters = this.parameters;
const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
this.gl = glContext;
this.extensions = new WebGLExtensions( this );
this.capabilities = new WebGLCapabilities( this );
this.attributeUtils = new WebGLAttributeUtils( this );
this.textureUtils = new WebGLTextureUtils( this );
this.bufferRenderer = new WebGLBufferRenderer( this );
this.state = new WebGLState( this );
this.utils = new WebGLUtils( this );
this.vaoCache = {};
this.transformFeedbackCache = {};
this.discard = false;
this.trackTimestamp = ( parameters.trackTimestamp === true );
this.extensions.get( 'EXT_color_buffer_float' );
this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
this._currentContext = null;
}
get coordinateSystem() {
return WebGLCoordinateSystem;
}
async getArrayBufferAsync( attribute ) {
return await this.attributeUtils.getArrayBufferAsync( attribute );
}
initTimestampQuery( renderContext ) {
if ( ! this.disjoint || ! this.trackTimestamp ) return;
const renderContextData = this.get( renderContext );
if ( this.queryRunning ) {
if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
renderContextData.queryQueue.push( renderContext );
return;
}
if ( renderContextData.activeQuery ) {
this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
renderContextData.activeQuery = null;
}
renderContextData.activeQuery = this.gl.createQuery();
if ( renderContextData.activeQuery !== null ) {
this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
this.queryRunning = true;
}
}
// timestamp utils
prepareTimestampBuffer( renderContext ) {
if ( ! this.disjoint || ! this.trackTimestamp ) return;
const renderContextData = this.get( renderContext );
if ( renderContextData.activeQuery ) {
this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
renderContextData.activeQuery = null;
this.queryRunning = false;
if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
const nextRenderContext = renderContextData.queryQueue.shift();
this.initTimestampQuery( nextRenderContext );
}
}
}
async resolveTimestampAsync( renderContext, type = 'render' ) {
if ( ! this.disjoint || ! this.trackTimestamp ) return;
const renderContextData = this.get( renderContext );
if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
const queryInfo = renderContextData.gpuQueries[ i ];
const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
if ( available && ! disjoint ) {
const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
this.gl.deleteQuery( queryInfo.query );
renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
i --;
this.renderer.info.updateTimestamp( type, duration );
}
}
}
getContext() {
return this.gl;
}
beginRender( renderContext ) {
const { gl } = this;
const renderContextData = this.get( renderContext );
//
//
this.initTimestampQuery( renderContext );
renderContextData.previousContext = this._currentContext;
this._currentContext = renderContext;
this._setFramebuffer( renderContext );
this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
//
if ( renderContext.viewport ) {
this.updateViewport( renderContext );
} else {
gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
}
if ( renderContext.scissor ) {
const { x, y, width, height } = renderContext.scissorValue;
gl.scissor( x, y, width, height );
}
const occlusionQueryCount = renderContext.occlusionQueryCount;
if ( occlusionQueryCount > 0 ) {
// Get a reference to the array of objects with queries. The renderContextData property
// can be changed by another render pass before the async reading of all previous queries complete
renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
renderContextData.lastOcclusionObject = null;
renderContextData.occlusionQueries = new Array( occlusionQueryCount );
renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
renderContextData.occlusionQueryIndex = 0;
}
}
finishRender( renderContext ) {
const { gl, state } = this;
const renderContextData = this.get( renderContext );
const previousContext = renderContextData.previousContext;
const textures = renderContext.textures;
if ( textures !== null ) {
for ( let i = 0; i < textures.length; i ++ ) {
const texture = textures[ i ];
if ( texture.generateMipmaps ) {
this.generateMipmaps( texture );
}
}
}
this._currentContext = previousContext;
if ( renderContext.textures !== null && renderContext.renderTarget ) {
const renderTargetContextData = this.get( renderContext.renderTarget );
const { samples } = renderContext.renderTarget;
const fb = renderTargetContextData.framebuffer;
const mask = gl.COLOR_BUFFER_BIT;
if ( samples > 0 ) {
const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
const textures = renderContext.textures;
state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
for ( let i = 0; i < textures.length; i ++ ) {
// TODO Add support for MRT
gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
}
}
}
if ( previousContext !== null ) {
this._setFramebuffer( previousContext );
if ( previousContext.viewport ) {
this.updateViewport( previousContext );
} else {
const gl = this.gl;
gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
}
}
const occlusionQueryCount = renderContext.occlusionQueryCount;
if ( occlusionQueryCount > 0 ) {
const renderContextData = this.get( renderContext );
if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
const { gl } = this;
gl.endQuery( gl.ANY_SAMPLES_PASSED );
}
this.resolveOccludedAsync( renderContext );
}
this.prepareTimestampBuffer( renderContext );
}
resolveOccludedAsync( renderContext ) {
const renderContextData = this.get( renderContext );
// handle occlusion query results
const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
const occluded = new WeakSet();
const { gl } = this;
renderContextData.currentOcclusionQueryObjects = null;
renderContextData.currentOcclusionQueries = null;
const check = () => {
let completed = 0;
// check all queries and requeue as appropriate
for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
const query = currentOcclusionQueries[ i ];
if ( query === null ) continue;
if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
currentOcclusionQueries[ i ] = null;
gl.deleteQuery( query );
completed ++;
}
}
if ( completed < currentOcclusionQueries.length ) {
requestAnimationFrame( check );
} else {
renderContextData.occluded = occluded;
}
};
check();
}
}
isOccluded( renderContext, object ) {
const renderContextData = this.get( renderContext );
return renderContextData.occluded && renderContextData.occluded.has( object );
}
updateViewport( renderContext ) {
const gl = this.gl;
const { x, y, width, height } = renderContext.viewportValue;
gl.viewport( x, y, width, height );
}
setScissorTest( boolean ) {
const gl = this.gl;
if ( boolean ) {
gl.enable( gl.SCISSOR_TEST );
} else {
gl.disable( gl.SCISSOR_TEST );
}
}
clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
const { gl } = this;
if ( descriptor === null ) {
descriptor = {
textures: null,
clearColorValue: this.getClearColor()
};
}
//
let clear = 0;
if ( color ) clear |= gl.COLOR_BUFFER_BIT;
if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
if ( clear !== 0 ) {
const clearColor = descriptor.clearColorValue || this.getClearColor();
if ( depth ) this.state.setDepthMask( true );
if ( descriptor.textures === null ) {
gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
gl.clear( clear );
} else {
if ( setFrameBuffer ) this._setFramebuffer( descriptor );
if ( color ) {
for ( let i = 0; i < descriptor.textures.length; i ++ ) {
gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
}
}
if ( depth && stencil ) {
gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
} else if ( depth ) {
gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
} else if ( stencil ) {
gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
}
}
}
}
beginCompute( computeGroup ) {
const gl = this.gl;
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
this.initTimestampQuery( computeGroup );
}
compute( computeGroup, computeNode, bindings, pipeline ) {
const gl = this.gl;
if ( ! this.discard ) {
// required here to handle async behaviour of render.compute()
gl.enable( gl.RASTERIZER_DISCARD );
this.discard = true;
}
const { programGPU, transformBuffers, attributes } = this.get( pipeline );
const vaoKey = this._getVaoKey( null, attributes );
const vaoGPU = this.vaoCache[ vaoKey ];
if ( vaoGPU === undefined ) {
this._createVao( null, attributes );
} else {
gl.bindVertexArray( vaoGPU );
}
gl.useProgram( programGPU );
this._bindUniforms( bindings );
const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
gl.beginTransformFeedback( gl.POINTS );
if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
} else {
gl.drawArrays( gl.POINTS, 0, computeNode.count );
}
gl.endTransformFeedback();
gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
// switch active buffers
for ( let i = 0; i < transformBuffers.length; i ++ ) {
const dualAttributeData = transformBuffers[ i ];
if ( dualAttributeData.pbo ) {
this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
}
dualAttributeData.switchBuffers();
}
}
finishCompute( computeGroup ) {
const gl = this.gl;
this.discard = false;
gl.disable( gl.RASTERIZER_DISCARD );
this.prepareTimestampBuffer( computeGroup );
}
draw( renderObject, info ) {
const { object, pipeline, material, context } = renderObject;
const { programGPU } = this.get( pipeline );
const { gl, state } = this;
const contextData = this.get( context );
//
this._bindUniforms( renderObject.getBindings() );
const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
gl.useProgram( programGPU );
//
let vaoGPU = renderObject.staticVao;
if ( vaoGPU === undefined ) {
const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
vaoGPU = this.vaoCache[ vaoKey ];
if ( vaoGPU === undefined ) {
let staticVao;
( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
if ( staticVao ) renderObject.staticVao = vaoGPU;
}
}
gl.bindVertexArray( vaoGPU );
//
const index = renderObject.getIndex();
const geometry = renderObject.geometry;
const drawRange = renderObject.drawRange;
const firstVertex = drawRange.start;
//
const lastObject = contextData.lastOcclusionObject;
if ( lastObject !== object && lastObject !== undefined ) {
if ( lastObject !== null && lastObject.occlusionTest === true ) {
gl.endQuery( gl.ANY_SAMPLES_PASSED );
contextData.occlusionQueryIndex ++;
}
if ( object.occlusionTest === true ) {
const query = gl.createQuery();
gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
}
contextData.lastOcclusionObject = object;
}
//
const renderer = this.bufferRenderer;
if ( object.isPoints ) renderer.mode = gl.POINTS;
else if ( object.isLineSegments ) renderer.mode = gl.LINES;
else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
else {
if ( material.wireframe === true ) {
state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
renderer.mode = gl.LINES;
} else {
renderer.mode = gl.TRIANGLES;
}
}
//
let count;
renderer.object = object;
if ( index !== null ) {
const indexData = this.get( index );
const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
renderer.index = index.count;
renderer.type = indexData.type;
count = indexCount;
} else {
renderer.index = 0;
const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : geometry.attributes.position.count;
count = vertexCount;
}
const instanceCount = this.getInstanceCount( renderObject );
if ( object.isBatchedMesh ) {
if ( object._multiDrawInstances !== null ) {
renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
} else {
renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
}
} else if ( instanceCount > 1 ) {
renderer.renderInstances( firstVertex, count, instanceCount );
} else {
renderer.render( firstVertex, count );
}
//
gl.bindVertexArray( null );
}
needsRenderUpdate( /*renderObject*/ ) {
return false;
}
getRenderCacheKey( renderObject ) {
return renderObject.id;
}
// textures
createDefaultTexture( texture ) {
this.textureUtils.createDefaultTexture( texture );
}
createTexture( texture, options ) {
this.textureUtils.createTexture( texture, options );
}
updateTexture( texture, options ) {
this.textureUtils.updateTexture( texture, options );
}
generateMipmaps( texture ) {
this.textureUtils.generateMipmaps( texture );
}
destroyTexture( texture ) {
this.textureUtils.destroyTexture( texture );
}
copyTextureToBuffer( texture, x, y, width, height ) {
return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
}
createSampler( /*texture*/ ) {
//console.warn( 'Abstract class.' );
}
destroySampler() {}
// node builder
createNodeBuilder( object, renderer, scene = null ) {
return new GLSLNodeBuilder( object, renderer, scene );
}
// program
createProgram( program ) {
const gl = this.gl;
const { stage, code } = program;
const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
gl.shaderSource( shader, code );
gl.compileShader( shader );
this.set( program, {
shaderGPU: shader
} );
}
destroyProgram( /*program*/ ) {
console.warn( 'Abstract class.' );
}
createRenderPipeline( renderObject, promises ) {
const gl = this.gl;
const pipeline = renderObject.pipeline;
// Program
const { fragmentProgram, vertexProgram } = pipeline;
const programGPU = gl.createProgram();
const fragmentShader = this.get( fragmentProgram ).shaderGPU;
const vertexShader = this.get( vertexProgram ).shaderGPU;
gl.attachShader( programGPU, fragmentShader );
gl.attachShader( programGPU, vertexShader );
gl.linkProgram( programGPU );
this.set( pipeline, {
programGPU,
fragmentShader,
vertexShader
} );
if ( promises !== null && this.parallel ) {
const p = new Promise( ( resolve /*, reject*/ ) => {
const parallel = this.parallel;
const checkStatus = () => {
if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
this._completeCompile( renderObject, pipeline );
resolve();
} else {
requestAnimationFrame( checkStatus );
}
};
checkStatus();
} );
promises.push( p );
return;
}
this._completeCompile( renderObject, pipeline );
}
_completeCompile( renderObject, pipeline ) {
const gl = this.gl;
const pipelineData = this.get( pipeline );
const { programGPU, fragmentShader, vertexShader } = pipelineData;
if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
}
gl.useProgram( programGPU );
// Bindings
this._setupBindings( renderObject.getBindings(), programGPU );
//
this.set( pipeline, {
programGPU
} );
}
createComputePipeline( computePipeline, bindings ) {
const gl = this.gl;
// Program
const fragmentProgram = {
stage: 'fragment',
code: '#version 300 es\nprecision highp float;\nvoid main() {}'
};
this.createProgram( fragmentProgram );
const { computeProgram } = computePipeline;
const programGPU = gl.createProgram();
const fragmentShader = this.get( fragmentProgram ).shaderGPU;
const vertexShader = this.get( computeProgram ).shaderGPU;
const transforms = computeProgram.transforms;
const transformVaryingNames = [];
const transformAttributeNodes = [];
for ( let i = 0; i < transforms.length; i ++ ) {
const transform = transforms[ i ];
transformVaryingNames.push( transform.varyingName );
transformAttributeNodes.push( transform.attributeNode );
}
gl.attachShader( programGPU, fragmentShader );
gl.attachShader( programGPU, vertexShader );
gl.transformFeedbackVaryings(
programGPU,
transformVaryingNames,
gl.SEPARATE_ATTRIBS,
);
gl.linkProgram( programGPU );
if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
}
gl.useProgram( programGPU );
// Bindings
this.createBindings( bindings );
this._setupBindings( bindings, programGPU );
const attributeNodes = computeProgram.attributes;
const attributes = [];
const transformBuffers = [];
for ( let i = 0; i < attributeNodes.length; i ++ ) {
const attribute = attributeNodes[ i ].node.attribute;
attributes.push( attribute );
if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
}
for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
const attribute = transformAttributeNodes[ i ].attribute;
if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
const attributeData = this.get( attribute );
transformBuffers.push( attributeData );
}
//
this.set( computePipeline, {
programGPU,
transformBuffers,
attributes
} );
}
createBindings( bindings ) {
this.updateBindings( bindings );
}
updateBindings( bindings ) {
const { gl } = this;
let groupIndex = 0;
let textureIndex = 0;
for ( const binding of bindings ) {
if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
const bufferGPU = gl.createBuffer();
const data = binding.buffer;
gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
this.set( binding, {
index: groupIndex ++,
bufferGPU
} );
} else if ( binding.isSampledTexture ) {
const { textureGPU, glTextureType } = this.get( binding.texture );
this.set( binding, {
index: textureIndex ++,
textureGPU,
glTextureType
} );
}
}
}
updateBinding( binding ) {
const gl = this.gl;
if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
const bindingData = this.get( binding );
const bufferGPU = bindingData.bufferGPU;
const data = binding.buffer;
gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
}
}
// attributes
createIndexAttribute( attribute ) {
const gl = this.gl;
this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
}
createAttribute( attribute ) {
if ( this.has( attribute ) ) return;
const gl = this.gl;
this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
}
createStorageAttribute( attribute ) {
//console.warn( 'Abstract class.' );
}
updateAttribute( attribute ) {
this.attributeUtils.updateAttribute( attribute );
}
destroyAttribute( attribute ) {
this.attributeUtils.destroyAttribute( attribute );
}
updateSize() {
//console.warn( 'Abstract class.' );
}
hasFeature( name ) {
const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
const extensions = this.extensions;
for ( let i = 0; i < keysMatching.length; i ++ ) {
if ( extensions.has( keysMatching[ i ] ) ) return true;
}
return false;
}
getMaxAnisotropy() {
return this.capabilities.getMaxAnisotropy();
}
copyTextureToTexture( position, srcTexture, dstTexture, level ) {
this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
}
copyFramebufferToTexture( texture, renderContext ) {
this.textureUtils.copyFramebufferToTexture( texture, renderContext );
}
_setFramebuffer( renderContext ) {
const { gl, state } = this;
let currentFrameBuffer = null;
if ( renderContext.textures !== null ) {
const renderTarget = renderContext.renderTarget;
const renderTargetContextData = this.get( renderTarget );
const { samples, depthBuffer, stencilBuffer } = renderTarget;
const cubeFace = this.renderer._activeCubeFace;
const isCube = renderTarget.isWebGLCubeRenderTarget === true;
let msaaFb = renderTargetContextData.msaaFrameBuffer;
let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
let fb;
if ( isCube ) {
if ( renderTargetContextData.cubeFramebuffers === undefined ) {
renderTargetContextData.cubeFramebuffers = [];
}
fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
} else {
fb = renderTargetContextData.framebuffer;
}
if ( fb === undefined ) {
fb = gl.createFramebuffer();
state.bindFramebuffer( gl.FRAMEBUFFER, fb );
const textures = renderContext.textures;
if ( isCube ) {
renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
const { textureGPU } = this.get( textures[ 0 ] );
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
} else {
for ( let i = 0; i < textures.length; i ++ ) {
const texture = textures[ i ];
const textureData = this.get( texture );
textureData.renderTarget = renderContext.renderTarget;
const attachment = gl.COLOR_ATTACHMENT0 + i;
gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
}
renderTargetContextData.framebuffer = fb;
state.drawBuffers( renderContext, fb );
}
if ( renderContext.depthTexture !== null ) {
const textureData = this.get( renderContext.depthTexture );
const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
}
}
if ( samples > 0 ) {
if ( msaaFb === undefined ) {
const invalidationArray = [];
msaaFb = gl.createFramebuffer();
state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
const msaaRenderbuffers = [];
const textures = renderContext.textures;
for ( let i = 0; i < textures.length; i ++ ) {
msaaRenderbuffers[ i ] = gl.createRenderbuffer();
gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
if ( depthBuffer ) {
const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
invalidationArray.push( depthStyle );
}
const texture = renderContext.textures[ i ];
const textureData = this.get( texture );
gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
}
renderTargetContextData.msaaFrameBuffer = msaaFb;
renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
if ( depthRenderbuffer === undefined ) {
depthRenderbuffer = gl.createRenderbuffer();
this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
invalidationArray.push( depthStyle );
}
renderTargetContextData.invalidationArray = invalidationArray;
}
currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
} else {
currentFrameBuffer = fb;
}
}
state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
}
_getVaoKey( index, attributes ) {
let key = [];
if ( index !== null ) {
const indexData = this.get( index );
key += ':' + indexData.id;
}
for ( let i = 0; i < attributes.length; i ++ ) {
const attributeData = this.get( attributes[ i ] );
key += ':' + attributeData.id;
}
return key;
}
_createVao( index, attributes ) {
const { gl } = this;
const vaoGPU = gl.createVertexArray();
let key = '';
let staticVao = true;
gl.bindVertexArray( vaoGPU );
if ( index !== null ) {
const indexData = this.get( index );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
key += ':' + indexData.id;
}
for ( let i = 0; i < attributes.length; i ++ ) {
const attribute = attributes[ i ];
const attributeData = this.get( attribute );
key += ':' + attributeData.id;
gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
gl.enableVertexAttribArray( i );
if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
let stride, offset;
if ( attribute.isInterleavedBufferAttribute === true ) {
stride = attribute.data.stride * attributeData.bytesPerElement;
offset = attribute.offset * attributeData.bytesPerElement;
} else {
stride = 0;
offset = 0;
}
if ( attributeData.isInteger ) {
gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
} else {
gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
}
if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
} else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
}
}
gl.bindBuffer( gl.ARRAY_BUFFER, null );
this.vaoCache[ key ] = vaoGPU;
return { vaoGPU, staticVao };
}
_getTransformFeedback( transformBuffers ) {
let key = '';
for ( let i = 0; i < transformBuffers.length; i ++ ) {
key += ':' + transformBuffers[ i ].id;
}
let transformFeedbackGPU = this.transformFeedbackCache[ key ];
if ( transformFeedbackGPU !== undefined ) {
return transformFeedbackGPU;
}
const gl = this.gl;
transformFeedbackGPU = gl.createTransformFeedback();
gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
for ( let i = 0; i < transformBuffers.length; i ++ ) {
const attributeData = transformBuffers[ i ];
gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
}
gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
this.transformFeedbackCache[ key ] = transformFeedbackGPU;
return transformFeedbackGPU;
}
_setupBindings( bindings, programGPU ) {
const gl = this.gl;
for ( const binding of bindings ) {
const bindingData = this.get( binding );
const index = bindingData.index;
if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
const location = gl.getUniformBlockIndex( programGPU, binding.name );
gl.uniformBlockBinding( programGPU, location, index );
} else if ( binding.isSampledTexture ) {
const location = gl.getUniformLocation( programGPU, binding.name );
gl.uniform1i( location, index );
}
}
}
_bindUniforms( bindings ) {
const { gl, state } = this;
for ( const binding of bindings ) {
const bindingData = this.get( binding );
const index = bindingData.index;
if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
} else if ( binding.isSampledTexture ) {
state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
}
}
}
}
export default WebGLBackend;