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1493 lines
31 KiB
1493 lines
31 KiB
import { WebGLCoordinateSystem } from 'three';
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import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
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import Backend from '../common/Backend.js';
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import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
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import WebGLState from './utils/WebGLState.js';
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import WebGLUtils from './utils/WebGLUtils.js';
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import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
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import WebGLExtensions from './utils/WebGLExtensions.js';
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import WebGLCapabilities from './utils/WebGLCapabilities.js';
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import { GLFeatureName } from './utils/WebGLConstants.js';
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import { WebGLBufferRenderer } from './WebGLBufferRenderer.js';
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//
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class WebGLBackend extends Backend {
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constructor( parameters = {} ) {
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super( parameters );
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this.isWebGLBackend = true;
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}
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init( renderer ) {
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super.init( renderer );
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//
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const parameters = this.parameters;
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const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
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this.gl = glContext;
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this.extensions = new WebGLExtensions( this );
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this.capabilities = new WebGLCapabilities( this );
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this.attributeUtils = new WebGLAttributeUtils( this );
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this.textureUtils = new WebGLTextureUtils( this );
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this.bufferRenderer = new WebGLBufferRenderer( this );
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this.state = new WebGLState( this );
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this.utils = new WebGLUtils( this );
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this.vaoCache = {};
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this.transformFeedbackCache = {};
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this.discard = false;
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this.trackTimestamp = ( parameters.trackTimestamp === true );
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this.extensions.get( 'EXT_color_buffer_float' );
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this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
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this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
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this._currentContext = null;
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}
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get coordinateSystem() {
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return WebGLCoordinateSystem;
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}
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async getArrayBufferAsync( attribute ) {
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return await this.attributeUtils.getArrayBufferAsync( attribute );
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}
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initTimestampQuery( renderContext ) {
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if ( ! this.disjoint || ! this.trackTimestamp ) return;
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const renderContextData = this.get( renderContext );
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if ( this.queryRunning ) {
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if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
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renderContextData.queryQueue.push( renderContext );
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return;
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}
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if ( renderContextData.activeQuery ) {
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this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
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renderContextData.activeQuery = null;
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}
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renderContextData.activeQuery = this.gl.createQuery();
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if ( renderContextData.activeQuery !== null ) {
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this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
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this.queryRunning = true;
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}
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}
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// timestamp utils
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prepareTimestampBuffer( renderContext ) {
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if ( ! this.disjoint || ! this.trackTimestamp ) return;
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const renderContextData = this.get( renderContext );
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if ( renderContextData.activeQuery ) {
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this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
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if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
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renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
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renderContextData.activeQuery = null;
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this.queryRunning = false;
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if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
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const nextRenderContext = renderContextData.queryQueue.shift();
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this.initTimestampQuery( nextRenderContext );
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}
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}
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}
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async resolveTimestampAsync( renderContext, type = 'render' ) {
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if ( ! this.disjoint || ! this.trackTimestamp ) return;
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const renderContextData = this.get( renderContext );
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if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
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for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
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const queryInfo = renderContextData.gpuQueries[ i ];
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const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
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const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
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if ( available && ! disjoint ) {
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const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
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const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
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this.gl.deleteQuery( queryInfo.query );
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renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
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i --;
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this.renderer.info.updateTimestamp( type, duration );
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}
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}
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}
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getContext() {
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return this.gl;
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}
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beginRender( renderContext ) {
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const { gl } = this;
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const renderContextData = this.get( renderContext );
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//
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//
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this.initTimestampQuery( renderContext );
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renderContextData.previousContext = this._currentContext;
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this._currentContext = renderContext;
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this._setFramebuffer( renderContext );
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this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
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//
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if ( renderContext.viewport ) {
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this.updateViewport( renderContext );
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} else {
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gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
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}
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if ( renderContext.scissor ) {
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const { x, y, width, height } = renderContext.scissorValue;
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gl.scissor( x, y, width, height );
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}
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const occlusionQueryCount = renderContext.occlusionQueryCount;
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if ( occlusionQueryCount > 0 ) {
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// Get a reference to the array of objects with queries. The renderContextData property
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// can be changed by another render pass before the async reading of all previous queries complete
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renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
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renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
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renderContextData.lastOcclusionObject = null;
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renderContextData.occlusionQueries = new Array( occlusionQueryCount );
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renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
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renderContextData.occlusionQueryIndex = 0;
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}
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}
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finishRender( renderContext ) {
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const { gl, state } = this;
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const renderContextData = this.get( renderContext );
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const previousContext = renderContextData.previousContext;
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const textures = renderContext.textures;
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if ( textures !== null ) {
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for ( let i = 0; i < textures.length; i ++ ) {
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const texture = textures[ i ];
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if ( texture.generateMipmaps ) {
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this.generateMipmaps( texture );
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}
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}
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}
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this._currentContext = previousContext;
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if ( renderContext.textures !== null && renderContext.renderTarget ) {
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const renderTargetContextData = this.get( renderContext.renderTarget );
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const { samples } = renderContext.renderTarget;
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const fb = renderTargetContextData.framebuffer;
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const mask = gl.COLOR_BUFFER_BIT;
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if ( samples > 0 ) {
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const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
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const textures = renderContext.textures;
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state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
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state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
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for ( let i = 0; i < textures.length; i ++ ) {
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// TODO Add support for MRT
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gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
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gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
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}
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}
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}
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if ( previousContext !== null ) {
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this._setFramebuffer( previousContext );
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if ( previousContext.viewport ) {
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this.updateViewport( previousContext );
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} else {
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const gl = this.gl;
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gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
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}
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}
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const occlusionQueryCount = renderContext.occlusionQueryCount;
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if ( occlusionQueryCount > 0 ) {
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const renderContextData = this.get( renderContext );
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if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
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const { gl } = this;
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gl.endQuery( gl.ANY_SAMPLES_PASSED );
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}
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this.resolveOccludedAsync( renderContext );
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}
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this.prepareTimestampBuffer( renderContext );
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}
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resolveOccludedAsync( renderContext ) {
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const renderContextData = this.get( renderContext );
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// handle occlusion query results
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const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
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if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
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const occluded = new WeakSet();
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const { gl } = this;
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renderContextData.currentOcclusionQueryObjects = null;
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renderContextData.currentOcclusionQueries = null;
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const check = () => {
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let completed = 0;
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// check all queries and requeue as appropriate
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for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
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const query = currentOcclusionQueries[ i ];
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if ( query === null ) continue;
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if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
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if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
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currentOcclusionQueries[ i ] = null;
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gl.deleteQuery( query );
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completed ++;
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}
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}
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if ( completed < currentOcclusionQueries.length ) {
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requestAnimationFrame( check );
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} else {
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renderContextData.occluded = occluded;
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}
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};
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check();
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}
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}
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isOccluded( renderContext, object ) {
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const renderContextData = this.get( renderContext );
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return renderContextData.occluded && renderContextData.occluded.has( object );
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}
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updateViewport( renderContext ) {
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const gl = this.gl;
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const { x, y, width, height } = renderContext.viewportValue;
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gl.viewport( x, y, width, height );
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}
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setScissorTest( boolean ) {
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const gl = this.gl;
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if ( boolean ) {
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gl.enable( gl.SCISSOR_TEST );
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} else {
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gl.disable( gl.SCISSOR_TEST );
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}
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}
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clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
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const { gl } = this;
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if ( descriptor === null ) {
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descriptor = {
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textures: null,
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clearColorValue: this.getClearColor()
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};
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}
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//
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let clear = 0;
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if ( color ) clear |= gl.COLOR_BUFFER_BIT;
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if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
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if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
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if ( clear !== 0 ) {
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const clearColor = descriptor.clearColorValue || this.getClearColor();
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if ( depth ) this.state.setDepthMask( true );
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if ( descriptor.textures === null ) {
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gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
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gl.clear( clear );
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} else {
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if ( setFrameBuffer ) this._setFramebuffer( descriptor );
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if ( color ) {
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for ( let i = 0; i < descriptor.textures.length; i ++ ) {
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gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
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}
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}
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if ( depth && stencil ) {
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gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
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} else if ( depth ) {
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gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
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} else if ( stencil ) {
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gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
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}
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}
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}
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}
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beginCompute( computeGroup ) {
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const gl = this.gl;
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gl.bindFramebuffer( gl.FRAMEBUFFER, null );
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this.initTimestampQuery( computeGroup );
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}
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compute( computeGroup, computeNode, bindings, pipeline ) {
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const gl = this.gl;
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if ( ! this.discard ) {
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// required here to handle async behaviour of render.compute()
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gl.enable( gl.RASTERIZER_DISCARD );
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this.discard = true;
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}
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const { programGPU, transformBuffers, attributes } = this.get( pipeline );
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const vaoKey = this._getVaoKey( null, attributes );
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const vaoGPU = this.vaoCache[ vaoKey ];
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if ( vaoGPU === undefined ) {
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this._createVao( null, attributes );
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} else {
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gl.bindVertexArray( vaoGPU );
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}
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gl.useProgram( programGPU );
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this._bindUniforms( bindings );
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const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
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gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
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gl.beginTransformFeedback( gl.POINTS );
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if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
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gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
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} else {
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gl.drawArrays( gl.POINTS, 0, computeNode.count );
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}
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gl.endTransformFeedback();
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gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
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// switch active buffers
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for ( let i = 0; i < transformBuffers.length; i ++ ) {
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const dualAttributeData = transformBuffers[ i ];
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if ( dualAttributeData.pbo ) {
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this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
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}
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dualAttributeData.switchBuffers();
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}
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}
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finishCompute( computeGroup ) {
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const gl = this.gl;
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this.discard = false;
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gl.disable( gl.RASTERIZER_DISCARD );
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this.prepareTimestampBuffer( computeGroup );
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}
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draw( renderObject, info ) {
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const { object, pipeline, material, context } = renderObject;
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const { programGPU } = this.get( pipeline );
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const { gl, state } = this;
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const contextData = this.get( context );
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//
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this._bindUniforms( renderObject.getBindings() );
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const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
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state.setMaterial( material, frontFaceCW );
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gl.useProgram( programGPU );
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//
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let vaoGPU = renderObject.staticVao;
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if ( vaoGPU === undefined ) {
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const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
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vaoGPU = this.vaoCache[ vaoKey ];
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if ( vaoGPU === undefined ) {
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let staticVao;
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( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
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if ( staticVao ) renderObject.staticVao = vaoGPU;
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}
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}
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gl.bindVertexArray( vaoGPU );
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//
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const index = renderObject.getIndex();
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const geometry = renderObject.geometry;
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const drawRange = renderObject.drawRange;
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const firstVertex = drawRange.start;
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//
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const lastObject = contextData.lastOcclusionObject;
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if ( lastObject !== object && lastObject !== undefined ) {
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if ( lastObject !== null && lastObject.occlusionTest === true ) {
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gl.endQuery( gl.ANY_SAMPLES_PASSED );
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contextData.occlusionQueryIndex ++;
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}
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if ( object.occlusionTest === true ) {
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const query = gl.createQuery();
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gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
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|
|
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;
|
|
|
|
}
|
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for ( let i = 0; i < attributes.length; i ++ ) {
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const attributeData = this.get( attributes[ i ] );
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|
|
key += ':' + attributeData.id;
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|
|
}
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|
return key;
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}
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|
|
_createVao( index, attributes ) {
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|
|
const { gl } = this;
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|
|
|
const vaoGPU = gl.createVertexArray();
|
|
let key = '';
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|
|
|
let staticVao = true;
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|
|
|
gl.bindVertexArray( vaoGPU );
|
|
|
|
if ( index !== null ) {
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|
|
|
const indexData = this.get( index );
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|
|
|
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;
|