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943
node_modules/three/examples/jsm/renderers/webgl/WebGLBackend.js
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vendored
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943
node_modules/three/examples/jsm/renderers/webgl/WebGLBackend.js
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vendored
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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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//
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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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async init( renderer ) {
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await 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.attributeUtils = new WebGLAttributeUtils( this );
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this.textureUtils = new WebGLTextureUtils( this );
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this.state = new WebGLState( this );
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this.utils = new WebGLUtils( this );
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this.defaultTextures = {};
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this.extensions.get( 'EXT_color_buffer_float' );
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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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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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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, renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil );
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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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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 renderContextData = this.get( renderContext );
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const previousContext = renderContextData.previousContext;
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this._currentContext = previousContext;
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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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}
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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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clear( renderContext, color, depth, stencil ) {
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const { gl } = this;
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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 = renderContext.clearColorValue;
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if ( depth ) this.state.setDepthMask( true );
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if ( renderContext.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 ( color ) {
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for ( let i = 0; i < renderContext.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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console.warn( 'Abstract class.' );
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}
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compute( /*computeGroup, computeNode, bindings, pipeline*/ ) {
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console.warn( 'Abstract class.' );
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}
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finishCompute( /*computeGroup*/ ) {
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console.warn( 'Abstract class.' );
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}
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draw( renderObject, info ) {
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const { pipeline, material, context } = renderObject;
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const { programGPU, vaoGPU } = 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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const bindings = renderObject.getBindings();
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for ( const binding of bindings ) {
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const bindingData = this.get( binding );
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const index = bindingData.index;
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if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
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gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
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} else if ( binding.isSampledTexture ) {
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gl.activeTexture( gl.TEXTURE0 + index );
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gl.bindTexture( bindingData.glTextureType, bindingData.textureGPU );
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}
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}
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state.setMaterial( material );
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gl.useProgram( programGPU );
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gl.bindVertexArray( vaoGPU );
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//
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const index = renderObject.getIndex();
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const object = renderObject.object;
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const geometry = renderObject.geometry;
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const drawRange = geometry.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;
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contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
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}
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contextData.lastOcclusionObject = object;
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}
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//
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let mode;
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if ( object.isPoints ) mode = gl.POINTS;
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else if ( object.isLineSegments ) mode = gl.LINES;
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else if ( object.isLine ) mode = gl.LINE_STRIP;
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else if ( object.isLineLoop ) mode = gl.LINE_LOOP;
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else mode = gl.TRIANGLES;
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//
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const instanceCount = this.getInstanceCount( renderObject );
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if ( index !== null ) {
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const indexData = this.get( index );
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const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
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if ( instanceCount > 1 ) {
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gl.drawElementsInstanced( mode, index.count, indexData.type, firstVertex, instanceCount );
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} else {
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gl.drawElements( mode, index.count, indexData.type, firstVertex );
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}
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info.update( object, indexCount, 1 );
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} else {
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const positionAttribute = geometry.attributes.position;
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const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
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if ( instanceCount > 1 ) {
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gl.drawArraysInstanced( mode, 0, vertexCount, instanceCount );
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} else {
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gl.drawArrays( mode, 0, vertexCount );
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}
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//gl.drawArrays( mode, vertexCount, gl.UNSIGNED_SHORT, firstVertex );
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info.update( object, vertexCount, 1 );
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}
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//
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gl.bindVertexArray( null );
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}
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needsUpdate( renderObject ) {
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return false;
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}
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getCacheKey( renderObject ) {
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return renderObject.geometry.id;
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}
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// textures
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createSampler( /*texture*/ ) {
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//console.warn( 'Abstract class.' );
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}
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destroySampler( /*texture*/ ) {
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console.warn( 'Abstract class.' );
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}
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createDefaultTexture( texture ) {
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const { gl, textureUtils, defaultTextures } = this;
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const glTextureType = textureUtils.getGLTextureType( texture );
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let textureGPU = defaultTextures[ glTextureType ];
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if ( textureGPU === undefined ) {
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textureGPU = gl.createTexture();
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gl.bindTexture( glTextureType, textureGPU );
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gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
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gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
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//gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
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defaultTextures[ glTextureType ] = textureGPU;
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}
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this.set( texture, {
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textureGPU,
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glTextureType,
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isDefault: true
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} );
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}
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createTexture( texture, options ) {
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const { gl, utils, textureUtils } = this;
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const { levels, width, height } = options;
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const glFormat = utils.convert( texture.format, texture.colorSpace );
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const glType = utils.convert( texture.type );
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const glInternalFormat = textureUtils.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
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const textureGPU = gl.createTexture();
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const glTextureType = textureUtils.getGLTextureType( texture );
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||||
gl.bindTexture( glTextureType, textureGPU );
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|
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gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
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gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
||||
gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
||||
gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
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||||
|
||||
textureUtils.setTextureParameters( glTextureType, texture );
|
||||
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||||
gl.bindTexture( glTextureType, textureGPU );
|
||||
|
||||
if ( ! texture.isVideoTexture ) {
|
||||
|
||||
gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
|
||||
|
||||
}
|
||||
|
||||
this.set( texture, {
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||||
textureGPU,
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||||
glTextureType,
|
||||
glFormat,
|
||||
glType,
|
||||
glInternalFormat
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
updateTexture( texture, options ) {
|
||||
|
||||
const { gl } = this;
|
||||
const { width, height } = options;
|
||||
const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.get( texture );
|
||||
|
||||
const getImage = ( source ) => {
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||||
|
||||
if ( source.isDataTexture ) {
|
||||
|
||||
return source.image.data;
|
||||
|
||||
} else if ( source instanceof ImageBitmap || source instanceof OffscreenCanvas || source instanceof HTMLImageElement || source instanceof HTMLCanvasElement ) {
|
||||
|
||||
return source;
|
||||
|
||||
}
|
||||
|
||||
return source.data;
|
||||
|
||||
};
|
||||
|
||||
gl.bindTexture( glTextureType, textureGPU );
|
||||
|
||||
if ( texture.isCubeTexture ) {
|
||||
|
||||
const images = options.images;
|
||||
|
||||
for ( let i = 0; i < 6; i ++ ) {
|
||||
|
||||
const image = getImage( images[ i ] );
|
||||
|
||||
gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
|
||||
|
||||
}
|
||||
|
||||
} else if ( texture.isVideoTexture ) {
|
||||
|
||||
texture.update();
|
||||
|
||||
gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
const image = getImage( options.image );
|
||||
|
||||
gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
generateMipmaps( texture ) {
|
||||
|
||||
const { gl } = this;
|
||||
const { textureGPU, glTextureType } = this.get( texture );
|
||||
|
||||
gl.bindTexture( glTextureType, textureGPU );
|
||||
gl.generateMipmap( glTextureType );
|
||||
|
||||
}
|
||||
|
||||
destroyTexture( /*texture*/ ) {
|
||||
|
||||
console.warn( 'Abstract class.' );
|
||||
|
||||
}
|
||||
|
||||
copyTextureToBuffer( /*texture, x, y, width, height*/ ) {
|
||||
|
||||
console.warn( 'Abstract class.' );
|
||||
|
||||
}
|
||||
|
||||
// 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 === 'vertex' ? gl.createShader( gl.VERTEX_SHADER ) : gl.createShader( gl.FRAGMENT_SHADER );
|
||||
|
||||
gl.shaderSource( shader, code );
|
||||
gl.compileShader( shader );
|
||||
|
||||
this.set( program, {
|
||||
shaderGPU: shader
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
destroyProgram( /*program*/ ) {
|
||||
|
||||
console.warn( 'Abstract class.' );
|
||||
|
||||
}
|
||||
|
||||
createRenderPipeline( renderObject ) {
|
||||
|
||||
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 );
|
||||
|
||||
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
|
||||
|
||||
const bindings = renderObject.getBindings();
|
||||
|
||||
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 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// VAO
|
||||
|
||||
const vaoGPU = gl.createVertexArray();
|
||||
|
||||
const index = renderObject.getIndex();
|
||||
const attributes = renderObject.getAttributes();
|
||||
|
||||
gl.bindVertexArray( vaoGPU );
|
||||
|
||||
if ( index !== null ) {
|
||||
|
||||
const indexData = this.get( index );
|
||||
|
||||
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < attributes.length; i ++ ) {
|
||||
|
||||
const attribute = attributes[ i ];
|
||||
const attributeData = this.get( attribute );
|
||||
|
||||
gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
|
||||
gl.enableVertexAttribArray( i );
|
||||
|
||||
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.isFloat ) {
|
||||
|
||||
gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, false, stride, offset );
|
||||
|
||||
} else {
|
||||
|
||||
gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, 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.bindVertexArray( null );
|
||||
|
||||
//
|
||||
|
||||
this.set( pipeline, {
|
||||
programGPU,
|
||||
vaoGPU
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
createComputePipeline( /*computePipeline, bindings*/ ) {
|
||||
|
||||
console.warn( 'Abstract class.' );
|
||||
|
||||
}
|
||||
|
||||
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 ) {
|
||||
|
||||
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*/ ) {
|
||||
|
||||
console.warn( 'Abstract class.' );
|
||||
|
||||
}
|
||||
|
||||
updateSize() {
|
||||
|
||||
//console.warn( 'Abstract class.' );
|
||||
|
||||
}
|
||||
|
||||
hasFeature( name ) {
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
copyFramebufferToTexture( texture /*, renderContext */ ) {
|
||||
|
||||
const { gl } = this;
|
||||
|
||||
const { textureGPU } = this.get( texture );
|
||||
|
||||
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
|
||||
gl.bindTexture( gl.TEXTURE_2D, textureGPU );
|
||||
|
||||
gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, 0, 0, texture.image.width, texture.image.height );
|
||||
|
||||
if ( texture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D );
|
||||
|
||||
gl.bindTexture( gl.TEXTURE_2D, null );
|
||||
|
||||
}
|
||||
|
||||
_setFramebuffer( renderContext ) {
|
||||
|
||||
const { gl } = this;
|
||||
|
||||
if ( renderContext.textures !== null ) {
|
||||
|
||||
const renderContextData = this.get( renderContext );
|
||||
|
||||
let fb = renderContextData.framebuffer;
|
||||
|
||||
if ( fb === undefined ) {
|
||||
|
||||
fb = gl.createFramebuffer();
|
||||
|
||||
gl.bindFramebuffer( gl.FRAMEBUFFER, fb );
|
||||
|
||||
const textures = renderContext.textures;
|
||||
|
||||
const drawBuffers = [];
|
||||
|
||||
for ( let i = 0; i < textures.length; i++ ) {
|
||||
|
||||
const texture = textures[ i ];
|
||||
const { textureGPU } = this.get( texture );
|
||||
|
||||
const attachment = gl.COLOR_ATTACHMENT0 + i;
|
||||
|
||||
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, textureGPU, 0 );
|
||||
|
||||
drawBuffers.push( attachment );
|
||||
|
||||
}
|
||||
|
||||
gl.drawBuffers( drawBuffers );
|
||||
|
||||
if ( renderContext.depthTexture !== null ) {
|
||||
|
||||
const { textureGPU } = this.get( renderContext.depthTexture );
|
||||
|
||||
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, textureGPU, 0 );
|
||||
|
||||
}
|
||||
|
||||
renderContextData.framebuffer = fb;
|
||||
|
||||
} else {
|
||||
|
||||
gl.bindFramebuffer( gl.FRAMEBUFFER, fb );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default WebGLBackend;
|
||||
Reference in New Issue
Block a user