import { REVISION, BackSide, DoubleSide, FrontSide, RGBAFormat, HalfFloatType, FloatType, UnsignedByteType, LinearEncoding, NoToneMapping, LinearMipmapLinearFilter, NearestFilter, ClampToEdgeWrapping, } from '../constants.js'; import { Frustum } from '../math/Frustum.js'; import { Matrix4 } from '../math/Matrix4.js'; import { Vector3 } from '../math/Vector3.js'; import { Vector4 } from '../math/Vector4.js'; import { WebGLAnimation } from './webgl/WebGLAnimation.js'; import { WebGLAttributes } from './webgl/WebGLAttributes.js'; import { WebGLBackground } from './webgl/WebGLBackground.js'; import { WebGLBindingStates } from './webgl/WebGLBindingStates.js'; import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js'; import { WebGLCapabilities } from './webgl/WebGLCapabilities.js'; import { WebGLClipping } from './webgl/WebGLClipping.js'; import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js'; import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js'; import { WebGLExtensions } from './webgl/WebGLExtensions.js'; import { WebGLGeometries } from './webgl/WebGLGeometries.js'; import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js'; import { WebGLInfo } from './webgl/WebGLInfo.js'; import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js'; import { WebGLMultisampleRenderTarget } from './WebGLMultisampleRenderTarget.js'; import { WebGLObjects } from './webgl/WebGLObjects.js'; import { WebGLPrograms } from './webgl/WebGLPrograms.js'; import { WebGLProperties } from './webgl/WebGLProperties.js'; import { WebGLRenderLists } from './webgl/WebGLRenderLists.js'; import { WebGLRenderStates } from './webgl/WebGLRenderStates.js'; import { WebGLRenderTarget } from './WebGLRenderTarget.js'; import { WebGLShadowMap } from './webgl/WebGLShadowMap.js'; import { WebGLState } from './webgl/WebGLState.js'; import { WebGLTextures } from './webgl/WebGLTextures.js'; import { WebGLUniforms } from './webgl/WebGLUniforms.js'; import { WebGLUtils } from './webgl/WebGLUtils.js'; import { WebXRManager } from './webxr/WebXRManager.js'; import { WebGLMaterials } from './webgl/WebGLMaterials.js'; import { createElementNS } from '../utils.js'; function createCanvasElement() { const canvas = createElementNS('canvas'); canvas.style.display = 'block'; return canvas; } function WebGLRenderer(parameters = {}) { const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(), _context = parameters.context !== undefined ? parameters.context : null, _alpha = parameters.alpha !== undefined ? parameters.alpha : false, _depth = parameters.depth !== undefined ? parameters.depth : true, _stencil = parameters.stencil !== undefined ? parameters.stencil : true, _antialias = parameters.antialias !== undefined ? parameters.antialias : false, _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; let currentRenderList = null; let currentRenderState = null; // render() can be called from within a callback triggered by another render. // We track this so that the nested render call gets its list and state isolated from the parent render call. const renderListStack = []; const renderStateStack = []; // public properties this.domElement = _canvas; // Debug configuration container this.debug = { /** * Enables error checking and reporting when shader programs are being compiled * @type {boolean} */ checkShaderErrors: true, }; // clearing this.autoClear = true; this.autoClearColor = true; this.autoClearDepth = true; this.autoClearStencil = true; // scene graph this.sortObjects = true; // user-defined clipping this.clippingPlanes = []; this.localClippingEnabled = false; // physically based shading this.outputEncoding = LinearEncoding; // physical lights this.physicallyCorrectLights = false; // tone mapping this.toneMapping = NoToneMapping; this.toneMappingExposure = 1.0; // internal properties const _this = this; let _isContextLost = false; // internal state cache let _currentActiveCubeFace = 0; let _currentActiveMipmapLevel = 0; let _currentRenderTarget = null; let _currentMaterialId = -1; let _currentCamera = null; const _currentViewport = new Vector4(); const _currentScissor = new Vector4(); let _currentScissorTest = null; // let _width = _canvas.width; let _height = _canvas.height; let _pixelRatio = 1; let _opaqueSort = null; let _transparentSort = null; const _viewport = new Vector4(0, 0, _width, _height); const _scissor = new Vector4(0, 0, _width, _height); let _scissorTest = false; // frustum const _frustum = new Frustum(); // clipping let _clippingEnabled = false; let _localClippingEnabled = false; // transmission let _transmissionRenderTarget = null; // camera matrices cache const _projScreenMatrix = new Matrix4(); const _vector3 = new Vector3(); const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; function getTargetPixelRatio() { return _currentRenderTarget === null ? _pixelRatio : 1; } // initialize let _gl = _context; function getContext(contextNames, contextAttributes) { for (let i = 0; i < contextNames.length; i++) { const contextName = contextNames[i]; const context = _canvas.getContext(contextName, contextAttributes); if (context !== null) return context; } return null; } try { const contextAttributes = { alpha: true, depth: _depth, stencil: _stencil, antialias: _antialias, premultipliedAlpha: _premultipliedAlpha, preserveDrawingBuffer: _preserveDrawingBuffer, powerPreference: _powerPreference, failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat, }; // OffscreenCanvas does not have setAttribute, see #22811 if ('setAttribute' in _canvas) _canvas.setAttribute('data-engine', `three.js r${REVISION}`); // event listeners must be registered before WebGL context is created, see #12753 _canvas.addEventListener('webglcontextlost', onContextLost, false); _canvas.addEventListener('webglcontextrestored', onContextRestore, false); if (_gl === null) { const contextNames = ['webgl2', 'webgl', 'experimental-webgl']; if (_this.isWebGL1Renderer === true) { contextNames.shift(); } _gl = getContext(contextNames, contextAttributes); if (_gl === null) { if (getContext(contextNames)) { throw new Error('Error creating WebGL context with your selected attributes.'); } else { throw new Error('Error creating WebGL context.'); } } } // Some experimental-webgl implementations do not have getShaderPrecisionFormat if (_gl.getShaderPrecisionFormat === undefined) { _gl.getShaderPrecisionFormat = function () { return { rangeMin: 1, rangeMax: 1, precision: 1 }; }; } } catch (error) { console.error('THREE.WebGLRenderer: ' + error.message); throw error; } let extensions, capabilities, state, info; let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; let programCache, materials, renderLists, renderStates, clipping, shadowMap; let background, morphtargets, bufferRenderer, indexedBufferRenderer; let utils, bindingStates; function initGLContext() { extensions = new WebGLExtensions(_gl); capabilities = new WebGLCapabilities(_gl, extensions, parameters); extensions.init(capabilities); utils = new WebGLUtils(_gl, extensions, capabilities); state = new WebGLState(_gl, extensions, capabilities); info = new WebGLInfo(_gl); properties = new WebGLProperties(); textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info); cubemaps = new WebGLCubeMaps(_this); cubeuvmaps = new WebGLCubeUVMaps(_this); attributes = new WebGLAttributes(_gl, capabilities); bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities); geometries = new WebGLGeometries(_gl, attributes, info, bindingStates); objects = new WebGLObjects(_gl, geometries, attributes, info); morphtargets = new WebGLMorphtargets(_gl, capabilities, textures); clipping = new WebGLClipping(properties); programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping); materials = new WebGLMaterials(properties); renderLists = new WebGLRenderLists(); renderStates = new WebGLRenderStates(extensions, capabilities); background = new WebGLBackground(_this, cubemaps, state, objects, _alpha, _premultipliedAlpha); shadowMap = new WebGLShadowMap(_this, objects, capabilities); bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities); indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities); info.programs = programCache.programs; _this.capabilities = capabilities; _this.extensions = extensions; _this.properties = properties; _this.renderLists = renderLists; _this.shadowMap = shadowMap; _this.state = state; _this.info = info; } initGLContext(); // xr const xr = new WebXRManager(_this, _gl); this.xr = xr; // API this.getContext = function () { return _gl; }; this.getContextAttributes = function () { return _gl.getContextAttributes(); }; this.forceContextLoss = function () { const extension = extensions.get('WEBGL_lose_context'); if (extension) extension.loseContext(); }; this.forceContextRestore = function () { const extension = extensions.get('WEBGL_lose_context'); if (extension) extension.restoreContext(); }; this.getPixelRatio = function () { return _pixelRatio; }; this.setPixelRatio = function (value) { if (value === undefined) return; _pixelRatio = value; this.setSize(_width, _height, false); }; this.getSize = function (target) { return target.set(_width, _height); }; this.setSize = function (width, height, updateStyle) { if (xr.isPresenting) { console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting."); return; } _width = width; _height = height; _canvas.width = Math.floor(width * _pixelRatio); _canvas.height = Math.floor(height * _pixelRatio); if (updateStyle !== false) { _canvas.style.width = width + 'px'; _canvas.style.height = height + 'px'; } this.setViewport(0, 0, width, height); }; this.getDrawingBufferSize = function (target) { return target.set(_width * _pixelRatio, _height * _pixelRatio).floor(); }; this.setDrawingBufferSize = function (width, height, pixelRatio) { _width = width; _height = height; _pixelRatio = pixelRatio; _canvas.width = Math.floor(width * pixelRatio); _canvas.height = Math.floor(height * pixelRatio); this.setViewport(0, 0, width, height); }; this.getCurrentViewport = function (target) { return target.copy(_currentViewport); }; this.getViewport = function (target) { return target.copy(_viewport); }; this.setViewport = function (x, y, width, height) { if (x.isVector4) { _viewport.set(x.x, x.y, x.z, x.w); } else { _viewport.set(x, y, width, height); } state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor()); }; this.getScissor = function (target) { return target.copy(_scissor); }; this.setScissor = function (x, y, width, height) { if (x.isVector4) { _scissor.set(x.x, x.y, x.z, x.w); } else { _scissor.set(x, y, width, height); } state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor()); }; this.getScissorTest = function () { return _scissorTest; }; this.setScissorTest = function (boolean) { state.setScissorTest((_scissorTest = boolean)); }; this.setOpaqueSort = function (method) { _opaqueSort = method; }; this.setTransparentSort = function (method) { _transparentSort = method; }; // Clearing this.getClearColor = function (target) { return target.copy(background.getClearColor()); }; this.setClearColor = function () { background.setClearColor.apply(background, arguments); }; this.getClearAlpha = function () { return background.getClearAlpha(); }; this.setClearAlpha = function () { background.setClearAlpha.apply(background, arguments); }; this.clear = function (color, depth, stencil) { let bits = 0; if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT; if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT; if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT; _gl.clear(bits); }; this.clearColor = function () { this.clear(true, false, false); }; this.clearDepth = function () { this.clear(false, true, false); }; this.clearStencil = function () { this.clear(false, false, true); }; // this.dispose = function () { _canvas.removeEventListener('webglcontextlost', onContextLost, false); _canvas.removeEventListener('webglcontextrestored', onContextRestore, false); renderLists.dispose(); renderStates.dispose(); properties.dispose(); cubemaps.dispose(); cubeuvmaps.dispose(); objects.dispose(); bindingStates.dispose(); programCache.dispose(); xr.dispose(); xr.removeEventListener('sessionstart', onXRSessionStart); xr.removeEventListener('sessionend', onXRSessionEnd); if (_transmissionRenderTarget) { _transmissionRenderTarget.dispose(); _transmissionRenderTarget = null; } animation.stop(); }; // Events function onContextLost(event) { event.preventDefault(); console.log('THREE.WebGLRenderer: Context Lost.'); _isContextLost = true; } function onContextRestore(/* event */) { console.log('THREE.WebGLRenderer: Context Restored.'); _isContextLost = false; const infoAutoReset = info.autoReset; const shadowMapEnabled = shadowMap.enabled; const shadowMapAutoUpdate = shadowMap.autoUpdate; const shadowMapNeedsUpdate = shadowMap.needsUpdate; const shadowMapType = shadowMap.type; initGLContext(); info.autoReset = infoAutoReset; shadowMap.enabled = shadowMapEnabled; shadowMap.autoUpdate = shadowMapAutoUpdate; shadowMap.needsUpdate = shadowMapNeedsUpdate; shadowMap.type = shadowMapType; } function onMaterialDispose(event) { const material = event.target; material.removeEventListener('dispose', onMaterialDispose); deallocateMaterial(material); } // Buffer deallocation function deallocateMaterial(material) { releaseMaterialProgramReferences(material); properties.remove(material); } function releaseMaterialProgramReferences(material) { const programs = properties.get(material).programs; if (programs !== undefined) { programs.forEach(function (program) { programCache.releaseProgram(program); }); if (material.isShaderMaterial) { programCache.releaseShaderCache(material); } } } // Buffer rendering this.renderBufferDirect = function (camera, scene, geometry, material, object, group) { if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0; const program = setProgram(camera, scene, geometry, material, object); state.setMaterial(material, frontFaceCW); // let index = geometry.index; const position = geometry.attributes.position; // if (index === null) { if (position === undefined || position.count === 0) return; } else if (index.count === 0) { return; } // let rangeFactor = 1; if (material.wireframe === true) { index = geometries.getWireframeAttribute(geometry); rangeFactor = 2; } bindingStates.setup(object, material, program, geometry, index); let attribute; let renderer = bufferRenderer; if (index !== null) { attribute = attributes.get(index); renderer = indexedBufferRenderer; renderer.setIndex(attribute); } // const dataCount = index !== null ? index.count : position.count; const rangeStart = geometry.drawRange.start * rangeFactor; const rangeCount = geometry.drawRange.count * rangeFactor; const groupStart = group !== null ? group.start * rangeFactor : 0; const groupCount = group !== null ? group.count * rangeFactor : Infinity; const drawStart = Math.max(rangeStart, groupStart); const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1; const drawCount = Math.max(0, drawEnd - drawStart + 1); if (drawCount === 0) return; // if (object.isMesh) { if (material.wireframe === true) { state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio()); renderer.setMode(_gl.LINES); } else { renderer.setMode(_gl.TRIANGLES); } } else if (object.isLine) { let lineWidth = material.linewidth; if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material state.setLineWidth(lineWidth * getTargetPixelRatio()); if (object.isLineSegments) { renderer.setMode(_gl.LINES); } else if (object.isLineLoop) { renderer.setMode(_gl.LINE_LOOP); } else { renderer.setMode(_gl.LINE_STRIP); } } else if (object.isPoints) { renderer.setMode(_gl.POINTS); } else if (object.isSprite) { renderer.setMode(_gl.TRIANGLES); } if (object.isInstancedMesh) { renderer.renderInstances(drawStart, drawCount, object.count); } else if (geometry.isInstancedBufferGeometry) { const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount); renderer.renderInstances(drawStart, drawCount, instanceCount); } else { renderer.render(drawStart, drawCount); } }; // Compile this.compile = function (scene, camera) { currentRenderState = renderStates.get(scene); currentRenderState.init(); renderStateStack.push(currentRenderState); scene.traverseVisible(function (object) { if (object.isLight && object.layers.test(camera.layers)) { currentRenderState.pushLight(object); if (object.castShadow) { currentRenderState.pushShadow(object); } } }); currentRenderState.setupLights(_this.physicallyCorrectLights); scene.traverse(function (object) { const material = object.material; if (material) { if (Array.isArray(material)) { for (let i = 0; i < material.length; i++) { const material2 = material[i]; getProgram(material2, scene, object); } } else { getProgram(material, scene, object); } } }); renderStateStack.pop(); currentRenderState = null; }; // Animation Loop let onAnimationFrameCallback = null; function onAnimationFrame(time) { if (onAnimationFrameCallback) onAnimationFrameCallback(time); } function onXRSessionStart() { animation.stop(); } function onXRSessionEnd() { animation.start(); } const animation = new WebGLAnimation(); animation.setAnimationLoop(onAnimationFrame); if (typeof window !== 'undefined') animation.setContext(window); this.setAnimationLoop = function (callback) { onAnimationFrameCallback = callback; xr.setAnimationLoop(callback); callback === null ? animation.stop() : animation.start(); }; xr.addEventListener('sessionstart', onXRSessionStart); xr.addEventListener('sessionend', onXRSessionEnd); // Rendering this.render = function (scene, camera) { if (camera !== undefined && camera.isCamera !== true) { console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.'); return; } if (_isContextLost === true) return; // update scene graph if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum if (camera.parent === null) camera.updateMatrixWorld(); if (xr.enabled === true && xr.isPresenting === true) { if (xr.cameraAutoUpdate === true) xr.updateCamera(camera); camera = xr.getCamera(); // use XR camera for rendering } // if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget); currentRenderState = renderStates.get(scene, renderStateStack.length); currentRenderState.init(); renderStateStack.push(currentRenderState); _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); _frustum.setFromProjectionMatrix(_projScreenMatrix); _localClippingEnabled = this.localClippingEnabled; _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera); currentRenderList = renderLists.get(scene, renderListStack.length); currentRenderList.init(); renderListStack.push(currentRenderList); projectObject(scene, camera, 0, _this.sortObjects); currentRenderList.finish(); if (_this.sortObjects === true) { currentRenderList.sort(_opaqueSort, _transparentSort); } // if (_clippingEnabled === true) clipping.beginShadows(); const shadowsArray = currentRenderState.state.shadowsArray; shadowMap.render(shadowsArray, scene, camera); if (_clippingEnabled === true) clipping.endShadows(); // if (this.info.autoReset === true) this.info.reset(); // background.render(currentRenderList, scene); // render scene currentRenderState.setupLights(_this.physicallyCorrectLights); if (camera.isArrayCamera) { const cameras = camera.cameras; for (let i = 0, l = cameras.length; i < l; i++) { const camera2 = cameras[i]; renderScene(currentRenderList, scene, camera2, camera2.viewport); } } else { renderScene(currentRenderList, scene, camera); } // if (_currentRenderTarget !== null) { // resolve multisample renderbuffers to a single-sample texture if necessary textures.updateMultisampleRenderTarget(_currentRenderTarget); // Generate mipmap if we're using any kind of mipmap filtering textures.updateRenderTargetMipmap(_currentRenderTarget); } // if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render state.buffers.depth.setTest(true); state.buffers.depth.setMask(true); state.buffers.color.setMask(true); state.setPolygonOffset(false); // _gl.finish(); bindingStates.resetDefaultState(); _currentMaterialId = -1; _currentCamera = null; renderStateStack.pop(); if (renderStateStack.length > 0) { currentRenderState = renderStateStack[renderStateStack.length - 1]; } else { currentRenderState = null; } renderListStack.pop(); if (renderListStack.length > 0) { currentRenderList = renderListStack[renderListStack.length - 1]; } else { currentRenderList = null; } }; function projectObject(object, camera, groupOrder, sortObjects) { if (object.visible === false) return; const visible = object.layers.test(camera.layers); if (visible) { if (object.isGroup) { groupOrder = object.renderOrder; } else if (object.isLOD) { if (object.autoUpdate === true) object.update(camera); } else if (object.isLight) { currentRenderState.pushLight(object); if (object.castShadow) { currentRenderState.pushShadow(object); } } else if (object.isSprite) { if (!object.frustumCulled || _frustum.intersectsSprite(object)) { if (sortObjects) { _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); } const geometry = objects.update(object); const material = object.material; if (material.visible) { currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); } } } else if (object.isMesh || object.isLine || object.isPoints) { if (object.isSkinnedMesh) { // update skeleton only once in a frame if (object.skeleton.frame !== info.render.frame) { object.skeleton.update(); object.skeleton.frame = info.render.frame; } } if (!object.frustumCulled || _frustum.intersectsObject(object)) { if (sortObjects) { _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); } const geometry = objects.update(object); const material = object.material; if (Array.isArray(material)) { const groups = geometry.groups; for (let i = 0, l = groups.length; i < l; i++) { const group = groups[i]; const groupMaterial = material[group.materialIndex]; if (groupMaterial && groupMaterial.visible) { currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group); } } } else if (material.visible) { currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); } } } } const children = object.children; for (let i = 0, l = children.length; i < l; i++) { projectObject(children[i], camera, groupOrder, sortObjects); } } function renderScene(currentRenderList, scene, camera, viewport) { const opaqueObjects = currentRenderList.opaque; const transmissiveObjects = currentRenderList.transmissive; const transparentObjects = currentRenderList.transparent; currentRenderState.setupLightsView(camera); if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera); if (viewport) state.viewport(_currentViewport.copy(viewport)); if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera); if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera); if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); } function renderTransmissionPass(opaqueObjects, scene, camera) { if (_transmissionRenderTarget === null) { const needsAntialias = _antialias === true && capabilities.isWebGL2 === true; const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget; _transmissionRenderTarget = new renderTargetType(1024, 1024, { generateMipmaps: true, type: utils.convert(HalfFloatType) !== null ? HalfFloatType : UnsignedByteType, minFilter: LinearMipmapLinearFilter, magFilter: NearestFilter, wrapS: ClampToEdgeWrapping, wrapT: ClampToEdgeWrapping, useRenderToTexture: extensions.has('WEBGL_multisampled_render_to_texture'), }); } const currentRenderTarget = _this.getRenderTarget(); _this.setRenderTarget(_transmissionRenderTarget); _this.clear(); // Turn off the features which can affect the frag color for opaque objects pass. // Otherwise they are applied twice in opaque objects pass and transmission objects pass. const currentToneMapping = _this.toneMapping; _this.toneMapping = NoToneMapping; renderObjects(opaqueObjects, scene, camera); _this.toneMapping = currentToneMapping; textures.updateMultisampleRenderTarget(_transmissionRenderTarget); textures.updateRenderTargetMipmap(_transmissionRenderTarget); _this.setRenderTarget(currentRenderTarget); } function renderObjects(renderList, scene, camera) { const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; for (let i = 0, l = renderList.length; i < l; i++) { const renderItem = renderList[i]; const object = renderItem.object; const geometry = renderItem.geometry; const material = overrideMaterial === null ? renderItem.material : overrideMaterial; const group = renderItem.group; if (object.layers.test(camera.layers)) { renderObject(object, scene, camera, geometry, material, group); } } } function renderObject(object, scene, camera, geometry, material, group) { object.onBeforeRender(_this, scene, camera, geometry, material, group); object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld); object.normalMatrix.getNormalMatrix(object.modelViewMatrix); material.onBeforeRender(_this, scene, camera, geometry, object, group); if (material.transparent === true && material.side === DoubleSide) { material.side = BackSide; material.needsUpdate = true; _this.renderBufferDirect(camera, scene, geometry, material, object, group); material.side = FrontSide; material.needsUpdate = true; _this.renderBufferDirect(camera, scene, geometry, material, object, group); material.side = DoubleSide; } else { _this.renderBufferDirect(camera, scene, geometry, material, object, group); } object.onAfterRender(_this, scene, camera, geometry, material, group); } function getProgram(material, scene, object) { if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... const materialProperties = properties.get(material); const lights = currentRenderState.state.lights; const shadowsArray = currentRenderState.state.shadowsArray; const lightsStateVersion = lights.state.version; const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object); const programCacheKey = programCache.getProgramCacheKey(parameters); let programs = materialProperties.programs; // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; materialProperties.fog = scene.fog; materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment); if (programs === undefined) { // new material material.addEventListener('dispose', onMaterialDispose); programs = new Map(); materialProperties.programs = programs; } let program = programs.get(programCacheKey); if (program !== undefined) { // early out if program and light state is identical if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) { updateCommonMaterialProperties(material, parameters); return program; } } else { parameters.uniforms = programCache.getUniforms(material); material.onBuild(object, parameters, _this); material.onBeforeCompile(parameters, _this); program = programCache.acquireProgram(parameters, programCacheKey); programs.set(programCacheKey, program); materialProperties.uniforms = parameters.uniforms; } const uniforms = materialProperties.uniforms; if ((!material.isShaderMaterial && !material.isRawShaderMaterial) || material.clipping === true) { uniforms.clippingPlanes = clipping.uniform; } updateCommonMaterialProperties(material, parameters); // store the light setup it was created for materialProperties.needsLights = materialNeedsLights(material); materialProperties.lightsStateVersion = lightsStateVersion; if (materialProperties.needsLights) { // wire up the material to this renderer's lighting state uniforms.ambientLightColor.value = lights.state.ambient; uniforms.lightProbe.value = lights.state.probe; uniforms.directionalLights.value = lights.state.directional; uniforms.directionalLightShadows.value = lights.state.directionalShadow; uniforms.spotLights.value = lights.state.spot; uniforms.spotLightShadows.value = lights.state.spotShadow; uniforms.rectAreaLights.value = lights.state.rectArea; uniforms.ltc_1.value = lights.state.rectAreaLTC1; uniforms.ltc_2.value = lights.state.rectAreaLTC2; uniforms.pointLights.value = lights.state.point; uniforms.pointLightShadows.value = lights.state.pointShadow; uniforms.hemisphereLights.value = lights.state.hemi; uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; uniforms.spotShadowMap.value = lights.state.spotShadowMap; uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; uniforms.pointShadowMap.value = lights.state.pointShadowMap; uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms } const progUniforms = program.getUniforms(); const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms); materialProperties.currentProgram = program; materialProperties.uniformsList = uniformsList; return program; } function updateCommonMaterialProperties(material, parameters) { const materialProperties = properties.get(material); materialProperties.outputEncoding = parameters.outputEncoding; materialProperties.instancing = parameters.instancing; materialProperties.skinning = parameters.skinning; materialProperties.morphTargets = parameters.morphTargets; materialProperties.morphNormals = parameters.morphNormals; materialProperties.morphTargetsCount = parameters.morphTargetsCount; materialProperties.numClippingPlanes = parameters.numClippingPlanes; materialProperties.numIntersection = parameters.numClipIntersection; materialProperties.vertexAlphas = parameters.vertexAlphas; materialProperties.vertexTangents = parameters.vertexTangents; materialProperties.toneMapping = parameters.toneMapping; } function setProgram(camera, scene, geometry, material, object) { if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... textures.resetTextureUnits(); const fog = scene.fog; const environment = material.isMeshStandardMaterial ? scene.environment : null; const encoding = _currentRenderTarget === null ? _this.outputEncoding : LinearEncoding; const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment); const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4; const vertexTangents = !!material.normalMap && !!geometry.attributes.tangent; const morphTargets = !!geometry.morphAttributes.position; const morphNormals = !!geometry.morphAttributes.normal; const morphTargetsCount = !!geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0; const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; const materialProperties = properties.get(material); const lights = currentRenderState.state.lights; if (_clippingEnabled === true) { if (_localClippingEnabled === true || camera !== _currentCamera) { const useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup // object instead of the material, once it becomes feasible // (#8465, #8379) clipping.setState(material, camera, useCache); } } // let needsProgramChange = false; if (material.version === materialProperties.__version) { if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) { needsProgramChange = true; } else if (materialProperties.outputEncoding !== encoding) { needsProgramChange = true; } else if (object.isInstancedMesh && materialProperties.instancing === false) { needsProgramChange = true; } else if (!object.isInstancedMesh && materialProperties.instancing === true) { needsProgramChange = true; } else if (object.isSkinnedMesh && materialProperties.skinning === false) { needsProgramChange = true; } else if (!object.isSkinnedMesh && materialProperties.skinning === true) { needsProgramChange = true; } else if (materialProperties.envMap !== envMap) { needsProgramChange = true; } else if (material.fog && materialProperties.fog !== fog) { needsProgramChange = true; } else if ( materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection) ) { needsProgramChange = true; } else if (materialProperties.vertexAlphas !== vertexAlphas) { needsProgramChange = true; } else if (materialProperties.vertexTangents !== vertexTangents) { needsProgramChange = true; } else if (materialProperties.morphTargets !== morphTargets) { needsProgramChange = true; } else if (materialProperties.morphNormals !== morphNormals) { needsProgramChange = true; } else if (materialProperties.toneMapping !== toneMapping) { needsProgramChange = true; } else if (capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount) { needsProgramChange = true; } } else { needsProgramChange = true; materialProperties.__version = material.version; } // let program = materialProperties.currentProgram; if (needsProgramChange === true) { program = getProgram(material, scene, object); } let refreshProgram = false; let refreshMaterial = false; let refreshLights = false; const p_uniforms = program.getUniforms(), m_uniforms = materialProperties.uniforms; if (state.useProgram(program.program)) { refreshProgram = true; refreshMaterial = true; refreshLights = true; } if (material.id !== _currentMaterialId) { _currentMaterialId = material.id; refreshMaterial = true; } if (refreshProgram || _currentCamera !== camera) { p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix); if (capabilities.logarithmicDepthBuffer) { p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2)); } if (_currentCamera !== camera) { _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update // now, in case this material supports lights - or later, when // the next material that does gets activated: refreshMaterial = true; // set to true on material change refreshLights = true; // remains set until update done } // load material specific uniforms // (shader material also gets them for the sake of genericity) if ( material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap ) { const uCamPos = p_uniforms.map.cameraPosition; if (uCamPos !== undefined) { uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld)); } } if ( material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial ) { p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true); } if ( material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh ) { p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse); } } // skinning and morph target uniforms must be set even if material didn't change // auto-setting of texture unit for bone and morph texture must go before other textures // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures if (object.isSkinnedMesh) { p_uniforms.setOptional(_gl, object, 'bindMatrix'); p_uniforms.setOptional(_gl, object, 'bindMatrixInverse'); const skeleton = object.skeleton; if (skeleton) { if (capabilities.floatVertexTextures) { if (skeleton.boneTexture === null) skeleton.computeBoneTexture(); p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures); p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize); } else { p_uniforms.setOptional(_gl, skeleton, 'boneMatrices'); } } } if (!!geometry && (geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined)) { morphtargets.update(object, geometry, material, program); } if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) { materialProperties.receiveShadow = object.receiveShadow; p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow); } if (refreshMaterial) { p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure); if (materialProperties.needsLights) { // the current material requires lighting info // note: all lighting uniforms are always set correctly // they simply reference the renderer's state for their // values // // use the current material's .needsUpdate flags to set // the GL state when required markUniformsLightsNeedsUpdate(m_uniforms, refreshLights); } // refresh uniforms common to several materials if (fog && material.fog) { materials.refreshFogUniforms(m_uniforms, fog); } materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget); WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); } if (material.isShaderMaterial && material.uniformsNeedUpdate === true) { WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); material.uniformsNeedUpdate = false; } if (material.isSpriteMaterial) { p_uniforms.setValue(_gl, 'center', object.center); } // common matrices p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix); p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix); p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld); return program; } // If uniforms are marked as clean, they don't need to be loaded to the GPU. function markUniformsLightsNeedsUpdate(uniforms, value) { uniforms.ambientLightColor.needsUpdate = value; uniforms.lightProbe.needsUpdate = value; uniforms.directionalLights.needsUpdate = value; uniforms.directionalLightShadows.needsUpdate = value; uniforms.pointLights.needsUpdate = value; uniforms.pointLightShadows.needsUpdate = value; uniforms.spotLights.needsUpdate = value; uniforms.spotLightShadows.needsUpdate = value; uniforms.rectAreaLights.needsUpdate = value; uniforms.hemisphereLights.needsUpdate = value; } function materialNeedsLights(material) { return ( material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || (material.isShaderMaterial && material.lights === true) ); } this.getActiveCubeFace = function () { return _currentActiveCubeFace; }; this.getActiveMipmapLevel = function () { return _currentActiveMipmapLevel; }; this.getRenderTarget = function () { return _currentRenderTarget; }; this.setRenderTargetTextures = function (renderTarget, colorTexture, depthTexture) { properties.get(renderTarget.texture).__webglTexture = colorTexture; properties.get(renderTarget.depthTexture).__webglTexture = depthTexture; const renderTargetProperties = properties.get(renderTarget); renderTargetProperties.__hasExternalTextures = true; if (renderTargetProperties.__hasExternalTextures) { renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; if (!renderTargetProperties.__autoAllocateDepthBuffer) { // The multisample_render_to_texture extension doesn't work properly if there // are midframe flushes and an external depth buffer. Disable use of the extension. if (renderTarget.useRenderToTexture) { console.warn('render-to-texture extension was disabled because an external texture was provided'); renderTarget.useRenderToTexture = false; renderTarget.useRenderbuffer = true; } } } }; this.setRenderTargetFramebuffer = function (renderTarget, defaultFramebuffer) { const renderTargetProperties = properties.get(renderTarget); renderTargetProperties.__webglFramebuffer = defaultFramebuffer; renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; }; this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) { _currentRenderTarget = renderTarget; _currentActiveCubeFace = activeCubeFace; _currentActiveMipmapLevel = activeMipmapLevel; let useDefaultFramebuffer = true; if (renderTarget) { const renderTargetProperties = properties.get(renderTarget); if (renderTargetProperties.__useDefaultFramebuffer !== undefined) { // We need to make sure to rebind the framebuffer. state.bindFramebuffer(_gl.FRAMEBUFFER, null); useDefaultFramebuffer = false; } else if (renderTargetProperties.__webglFramebuffer === undefined) { textures.setupRenderTarget(renderTarget); } else if (renderTargetProperties.__hasExternalTextures) { // Color and depth texture must be rebound in order for the swapchain to update. textures.rebindTextures( renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture ); } } let framebuffer = null; let isCube = false; let isRenderTarget3D = false; if (renderTarget) { const texture = renderTarget.texture; if (texture.isDataTexture3D || texture.isDataTexture2DArray) { isRenderTarget3D = true; } const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer; if (renderTarget.isWebGLCubeRenderTarget) { framebuffer = __webglFramebuffer[activeCubeFace]; isCube = true; } else if (renderTarget.useRenderbuffer) { framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer; } else { framebuffer = __webglFramebuffer; } _currentViewport.copy(renderTarget.viewport); _currentScissor.copy(renderTarget.scissor); _currentScissorTest = renderTarget.scissorTest; } else { _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor(); _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor(); _currentScissorTest = _scissorTest; } const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); if (framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer) { state.drawBuffers(renderTarget, framebuffer); } state.viewport(_currentViewport); state.scissor(_currentScissor); state.setScissorTest(_currentScissorTest); if (isCube) { const textureProperties = properties.get(renderTarget.texture); _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); } else if (isRenderTarget3D) { const textureProperties = properties.get(renderTarget.texture); const layer = activeCubeFace || 0; _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer); } _currentMaterialId = -1; // reset current material to ensure correct uniform bindings }; this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) { if (!(renderTarget && renderTarget.isWebGLRenderTarget)) { console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.'); return; } let framebuffer = properties.get(renderTarget).__webglFramebuffer; if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) { framebuffer = framebuffer[activeCubeFaceIndex]; } if (framebuffer) { state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); try { const texture = renderTarget.texture; const textureFormat = texture.format; const textureType = texture.type; if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) { console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.'); return; } const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || (capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'))); if ( textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513) !( textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float')) ) && // Chrome Mac >= 52 and Firefox !halfFloatSupportedByExt ) { console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.'); return; } if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) { // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) { _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer); } } else { console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.'); } } finally { // restore framebuffer of current render target if necessary const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null; state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); } } }; this.copyFramebufferToTexture = function (position, texture, level = 0) { if (texture.isFramebufferTexture !== true) { console.error('THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.'); return; } const levelScale = Math.pow(2, -level); const width = Math.floor(texture.image.width * levelScale); const height = Math.floor(texture.image.height * levelScale); textures.setTexture2D(texture, 0); _gl.copyTexSubImage2D(_gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height); state.unbindTexture(); }; this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) { const width = srcTexture.image.width; const height = srcTexture.image.height; const glFormat = utils.convert(dstTexture.format); const glType = utils.convert(dstTexture.type); textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei // parameters, make sure they are correct for the dstTexture _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); if (srcTexture.isDataTexture) { _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data); } else { if (srcTexture.isCompressedTexture) { _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data ); } else { _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image); } } // Generate mipmaps only when copying level 0 if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D); state.unbindTexture(); }; this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) { if (_this.isWebGL1Renderer) { console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.'); return; } const width = sourceBox.max.x - sourceBox.min.x + 1; const height = sourceBox.max.y - sourceBox.min.y + 1; const depth = sourceBox.max.z - sourceBox.min.z + 1; const glFormat = utils.convert(dstTexture.format); const glType = utils.convert(dstTexture.type); let glTarget; if (dstTexture.isDataTexture3D) { textures.setTexture3D(dstTexture, 0); glTarget = _gl.TEXTURE_3D; } else if (dstTexture.isDataTexture2DArray) { textures.setTexture2DArray(dstTexture, 0); glTarget = _gl.TEXTURE_2D_ARRAY; } else { console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.'); return; } _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH); const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT); const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS); const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS); const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES); const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image; _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width); _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height); _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x); _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y); _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z); if (srcTexture.isDataTexture || srcTexture.isDataTexture3D) { _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data); } else { if (srcTexture.isCompressedTexture) { console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.'); _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data); } else { _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image); } } _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen); _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight); _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels); _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows); _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0 if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget); state.unbindTexture(); }; this.initTexture = function (texture) { textures.setTexture2D(texture, 0); state.unbindTexture(); }; this.resetState = function () { _currentActiveCubeFace = 0; _currentActiveMipmapLevel = 0; _currentRenderTarget = null; state.reset(); bindingStates.reset(); }; if (typeof __THREE_DEVTOOLS__ !== 'undefined') { __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { detail: this })); } } WebGLRenderer.prototype.isWebGLRenderer = true; export { WebGLRenderer };