未验证 提交 174dc10a 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #13110 from Mugen87/dev7

WebGLRenderer: Enable nested render calls
......@@ -8,9 +8,6 @@ THREE.LensFlare = function () {
THREE.Mesh.call( this );
this.type = 'LensFlare';
this.renderOrder = Infinity; // see #12883
this.material.transparent = true;
this.frustumCulled = false;
//
......
......@@ -7,7 +7,6 @@ THREE.Reflector = function ( geometry, options ) {
THREE.Mesh.call( this, geometry );
this.type = 'Reflector';
this.renderOrder = Infinity; // see #12883
var scope = this;
......
......@@ -15,7 +15,6 @@ import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
import { WebGLGeometries } from './webgl/WebGLGeometries.js';
import { WebGLLights } from './webgl/WebGLLights.js';
import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLTextures } from './webgl/WebGLTextures.js';
......@@ -29,6 +28,7 @@ import { WebGLClipping } from './webgl/WebGLClipping.js';
import { Frustum } from '../math/Frustum.js';
import { Vector4 } from '../math/Vector4.js';
import { WebGLUtils } from './webgl/WebGLUtils.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
/**
* @author supereggbert / http://www.paulbrunt.co.uk/
......@@ -55,12 +55,8 @@ function WebGLRenderer( parameters ) {
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
var lightsArray = [];
var shadowsArray = [];
var currentRenderList = null;
var spritesArray = [];
var currentRenderState = null;
// public properties
......@@ -254,8 +250,8 @@ function WebGLRenderer( parameters ) {
}
var extensions, capabilities, state;
var properties, textures, attributes, geometries, objects, lights;
var programCache, renderLists;
var properties, textures, attributes, geometries, objects;
var programCache, renderLists, renderStates;
var background, morphtargets, bufferRenderer, indexedBufferRenderer;
var spriteRenderer;
......@@ -289,8 +285,8 @@ function WebGLRenderer( parameters ) {
objects = new WebGLObjects( geometries, _infoRender );
morphtargets = new WebGLMorphtargets( _gl );
programCache = new WebGLPrograms( _this, extensions, capabilities );
lights = new WebGLLights();
renderLists = new WebGLRenderLists();
renderStates = new WebGLRenderStates();
background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
......@@ -525,6 +521,7 @@ function WebGLRenderer( parameters ) {
_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
renderLists.dispose();
renderStates.dispose();
properties.dispose();
objects.dispose();
......@@ -996,18 +993,17 @@ function WebGLRenderer( parameters ) {
this.compile = function ( scene, camera ) {
lightsArray.length = 0;
shadowsArray.length = 0;
currentRenderState.init();
scene.traverse( function ( object ) {
if ( object.isLight ) {
lightsArray.push( object );
currentRenderState.pushLight( object );
if ( object.castShadow ) {
shadowsArray.push( object );
currentRenderState.pushShadow( object );
}
......@@ -1015,7 +1011,7 @@ function WebGLRenderer( parameters ) {
} );
lights.setup( lightsArray, shadowsArray, camera );
currentRenderState.setupLights( camera );
scene.traverse( function ( object ) {
......@@ -1128,16 +1124,16 @@ function WebGLRenderer( parameters ) {
}
//
currentRenderState = renderStates.get( scene, camera );
currentRenderState.init();
scene.onBeforeRender( _this, scene, camera, renderTarget );
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
_frustum.setFromMatrix( _projScreenMatrix );
lightsArray.length = 0;
shadowsArray.length = 0;
spritesArray.length = 0;
_localClippingEnabled = this.localClippingEnabled;
_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
......@@ -1156,9 +1152,11 @@ function WebGLRenderer( parameters ) {
if ( _clippingEnabled ) _clipping.beginShadows();
var shadowsArray = currentRenderState.state.shadowsArray;
shadowMap.render( shadowsArray, scene, camera );
lights.setup( lightsArray, shadowsArray, camera );
currentRenderState.setupLights( camera );
if ( _clippingEnabled ) _clipping.endShadows();
......@@ -1204,6 +1202,8 @@ function WebGLRenderer( parameters ) {
// custom renderers
var spritesArray = currentRenderState.state.spritesArray;
spriteRenderer.render( spritesArray, scene, camera );
// Generate mipmap if we're using any kind of mipmap filtering
......@@ -1233,6 +1233,7 @@ function WebGLRenderer( parameters ) {
// _gl.finish();
currentRenderList = null;
currentRenderState = null;
};
......@@ -1301,11 +1302,11 @@ function WebGLRenderer( parameters ) {
if ( object.isLight ) {
lightsArray.push( object );
currentRenderState.pushLight( object );
if ( object.castShadow ) {
shadowsArray.push( object );
currentRenderState.pushShadow( object );
}
......@@ -1313,7 +1314,7 @@ function WebGLRenderer( parameters ) {
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
spritesArray.push( object );
currentRenderState.pushSprite( object );
}
......@@ -1440,6 +1441,7 @@ function WebGLRenderer( parameters ) {
function renderObject( object, scene, camera, geometry, material, group ) {
object.onBeforeRender( _this, scene, camera, geometry, material, group );
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
......@@ -1463,6 +1465,7 @@ function WebGLRenderer( parameters ) {
}
object.onAfterRender( _this, scene, camera, geometry, material, group );
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
}
......@@ -1470,6 +1473,9 @@ function WebGLRenderer( parameters ) {
var materialProperties = properties.get( material );
var lights = currentRenderState.state.lights;
var shadowsArray = currentRenderState.state.shadowsArray;
var parameters = programCache.getParameters(
material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
......@@ -1488,6 +1494,11 @@ function WebGLRenderer( parameters ) {
// changed glsl or parameters
releaseMaterialProgramReference( material );
} else if ( materialProperties.lightsHash !== lights.state.hash ) {
properties.update( material, 'lightsHash', lights.state.hash );
programChange = false;
} else if ( parameters.shaderID !== undefined ) {
// same glsl and uniform list
......@@ -1619,6 +1630,7 @@ function WebGLRenderer( parameters ) {
_usedTextureUnits = 0;
var materialProperties = properties.get( material );
var lights = currentRenderState.state.lights;
if ( _clippingEnabled ) {
......
......@@ -100,7 +100,7 @@ function UniformsCache() {
}
function WebGLLights() {
function WebGLLights( stateId ) {
var cache = new UniformsCache();
......@@ -313,7 +313,7 @@ function WebGLLights() {
state.hemi.length = hemiLength;
// TODO (sam-g-steel) why aren't we using join
state.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length;
state.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length + ',' + stateId;
}
......
......@@ -28,6 +28,15 @@ function WebGLProperties() {
}
function update( object, key, value ) {
var uuid = object.uuid;
var map = properties[ uuid ];
map[ key ] = value;
}
function dispose() {
properties = {};
......@@ -37,6 +46,7 @@ function WebGLProperties() {
return {
get: get,
remove: remove,
update: update,
dispose: dispose
};
......
/**
* @author Mugen87 / https://github.com/Mugen87
*/
import { WebGLLights } from './WebGLLights.js';
var count = 0;
function WebGLRenderState() {
var id = count ++;
var lights = new WebGLLights( id );
var lightsArray = [];
var shadowsArray = [];
var spritesArray = [];
function init() {
lightsArray.length = 0;
shadowsArray.length = 0;
spritesArray.length = 0;
}
function pushLight( light ) {
lightsArray.push( light );
}
function pushShadow( shadowLight ) {
shadowsArray.push( shadowLight );
}
function pushSprite( shadowLight ) {
spritesArray.push( shadowLight );
}
function setupLights( camera ) {
lights.setup( lightsArray, shadowsArray, camera );
}
var state = {
lightsArray: lightsArray,
shadowsArray: shadowsArray,
spritesArray: spritesArray,
lights: lights
};
return {
init: init,
state: state,
setupLights: setupLights,
pushLight: pushLight,
pushShadow: pushShadow,
pushSprite: pushSprite
};
}
function WebGLRenderStates() {
var renderStates = {};
function get( scene, camera ) {
var hash = scene.id + ',' + camera.id;
var renderState = renderStates[ hash ];
if ( renderState === undefined ) {
renderState = new WebGLRenderState();
renderStates[ hash ] = renderState;
}
return renderState;
}
function dispose() {
renderStates = {};
}
return {
get: get,
dispose: dispose
};
}
export { WebGLRenderStates };
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