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44a77c85
T
three.js
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44a77c85
编写于
11月 02, 2015
作者:
M
Mr.doob
浏览文件
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差异文件
Merge pull request #7506 from kintel/webglrendertarget-refactor
WebGLRenderTarget refactoring
上级
f4c79a41
419478ea
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
89 addition
and
78 deletion
+89
-78
examples/webgl_interactive_cubes_gpu.html
examples/webgl_interactive_cubes_gpu.html
+1
-2
src/renderers/WebGLRenderTarget.js
src/renderers/WebGLRenderTarget.js
+6
-2
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+82
-74
未找到文件。
examples/webgl_interactive_cubes_gpu.html
浏览文件 @
44a77c85
...
...
@@ -75,8 +75,7 @@
pickingScene
=
new
THREE
.
Scene
();
pickingTexture
=
new
THREE
.
WebGLRenderTarget
(
window
.
innerWidth
,
window
.
innerHeight
);
pickingTexture
.
minFilter
=
THREE
.
LinearFilter
;
pickingTexture
.
generateMipmaps
=
false
;
pickingTexture
.
texture
.
minFilter
=
THREE
.
LinearFilter
;
scene
.
add
(
new
THREE
.
AmbientLight
(
0x555555
)
);
...
...
src/renderers/WebGLRenderTarget.js
浏览文件 @
44a77c85
/**
* @author szimek / https://github.com/szimek/
* @author alteredq / http://alteredqualia.com/
* @author Marius Kintel / https://github.com/kintel
*/
/*
In options, we can specify:
* Texture parameters for an auto-generated target texture
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
*/
THREE
.
WebGLRenderTarget
=
function
(
width
,
height
,
options
)
{
this
.
uuid
=
THREE
.
Math
.
generateUUID
();
...
...
@@ -19,8 +25,6 @@ THREE.WebGLRenderTarget = function ( width, height, options ) {
this
.
depthBuffer
=
options
.
depthBuffer
!==
undefined
?
options
.
depthBuffer
:
true
;
this
.
stencilBuffer
=
options
.
stencilBuffer
!==
undefined
?
options
.
stencilBuffer
:
true
;
this
.
shareDepthFrom
=
options
.
shareDepthFrom
!==
undefined
?
options
.
shareDepthFrom
:
null
;
};
THREE
.
WebGLRenderTarget
.
prototype
=
{
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
44a77c85
...
...
@@ -3166,14 +3166,20 @@ THREE.WebGLRenderer = function ( parameters ) {
// Render targets
function
setupFrameBuffer
(
framebuffer
,
renderTarget
,
textureTarget
)
{
// Setup storage for target texture and bind it to correct framebuffer
function
setupFrameBufferTexture
(
framebuffer
,
renderTarget
,
attachment
,
textureTarget
)
{
var
glFormat
=
paramThreeToGL
(
renderTarget
.
texture
.
format
);
var
glType
=
paramThreeToGL
(
renderTarget
.
texture
.
type
);
state
.
texImage2D
(
textureTarget
,
0
,
glFormat
,
renderTarget
.
width
,
renderTarget
.
height
,
0
,
glFormat
,
glType
,
null
);
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
framebuffer
);
_gl
.
framebufferTexture2D
(
_gl
.
FRAMEBUFFER
,
_gl
.
COLOR_ATTACHMENT0
,
textureTarget
,
properties
.
get
(
renderTarget
.
texture
).
__webglTexture
,
0
);
_gl
.
framebufferTexture2D
(
_gl
.
FRAMEBUFFER
,
attachment
,
textureTarget
,
properties
.
get
(
renderTarget
.
texture
).
__webglTexture
,
0
);
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
null
);
}
function
setupRenderBuffer
(
renderbuffer
,
renderTarget
)
{
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
function
setupRenderBufferStorage
(
renderbuffer
,
renderTarget
)
{
_gl
.
bindRenderbuffer
(
_gl
.
RENDERBUFFER
,
renderbuffer
);
...
...
@@ -3182,13 +3188,6 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl
.
renderbufferStorage
(
_gl
.
RENDERBUFFER
,
_gl
.
DEPTH_COMPONENT16
,
renderTarget
.
width
,
renderTarget
.
height
);
_gl
.
framebufferRenderbuffer
(
_gl
.
FRAMEBUFFER
,
_gl
.
DEPTH_ATTACHMENT
,
_gl
.
RENDERBUFFER
,
renderbuffer
);
/* For some reason this is not working. Defaulting to RGBA4.
} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
*/
}
else
if
(
renderTarget
.
depthBuffer
&&
renderTarget
.
stencilBuffer
)
{
_gl
.
renderbufferStorage
(
_gl
.
RENDERBUFFER
,
_gl
.
DEPTH_STENCIL
,
renderTarget
.
width
,
renderTarget
.
height
);
...
...
@@ -3196,118 +3195,127 @@ THREE.WebGLRenderer = function ( parameters ) {
}
else
{
// FIXME: We don't support !depth !stencil
_gl
.
renderbufferStorage
(
_gl
.
RENDERBUFFER
,
_gl
.
RGBA4
,
renderTarget
.
width
,
renderTarget
.
height
);
}
}
this
.
setRenderTarget
=
function
(
renderTarget
)
{
var
isCube
=
(
renderTarget
instanceof
THREE
.
WebGLRenderTargetCube
);
if
(
renderTarget
&&
properties
.
get
(
renderTarget
).
__webglFramebuffer
===
undefined
)
{
var
renderTargetProperties
=
properties
.
get
(
renderTarget
);
var
textureProperties
=
properties
.
get
(
renderTarget
.
texture
);
_gl
.
bindRenderbuffer
(
_gl
.
RENDERBUFFER
,
null
);
if
(
renderTarget
.
depthBuffer
===
undefined
)
renderTarget
.
depthBuffer
=
true
;
if
(
renderTarget
.
stencilBuffer
===
undefined
)
renderTarget
.
stencilBuffer
=
true
;
renderTarget
.
addEventListener
(
'
dispose
'
,
onRenderTargetDispose
);
}
textureProperties
.
__webglTexture
=
_gl
.
createTexture
();
// Setup GL resources for a non-texture depth buffer
function
setupDepthRenderbuffer
(
renderTarget
)
{
_infoMemory
.
textures
++
;
var
renderTargetProperties
=
properties
.
get
(
renderTarget
)
;
// Setup texture, create render and frame buffers
var
isCube
=
(
renderTarget
instanceof
THREE
.
WebGLRenderTargetCube
);
if
(
isCube
)
{
var
isTargetPowerOfTwo
=
isPowerOfTwo
(
renderTarget
),
glFormat
=
paramThreeToGL
(
renderTarget
.
texture
.
format
),
glType
=
paramThreeToGL
(
renderTarget
.
texture
.
type
);
renderTargetProperties
.
__webglDepthbuffer
=
[];
for
(
var
i
=
0
;
i
<
6
;
i
++
)
{
if
(
isCube
)
{
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
renderTargetProperties
.
__webglFramebuffer
[
i
]
);
renderTargetProperties
.
__webglDepthbuffer
[
i
]
=
_gl
.
createRenderbuffer
();
setupRenderBufferStorage
(
renderTargetProperties
.
__webglDepthbuffer
[
i
],
renderTarget
);
renderTargetProperties
.
__webglFramebuffer
=
[];
renderTargetProperties
.
__webglRenderbuffer
=
[];
}
state
.
bindTexture
(
_gl
.
TEXTURE_CUBE_MAP
,
textureProperties
.
__webglTexture
);
}
else
{
setTextureParameters
(
_gl
.
TEXTURE_CUBE_MAP
,
renderTarget
.
texture
,
isTargetPowerOfTwo
);
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
renderTargetProperties
.
__webglFramebuffer
);
renderTargetProperties
.
__webglDepthbuffer
=
_gl
.
createRenderbuffer
();
setupRenderBufferStorage
(
renderTargetProperties
.
__webglDepthbuffer
,
renderTarget
);
for
(
var
i
=
0
;
i
<
6
;
i
++
)
{
renderTargetProperties
.
__webglFramebuffer
[
i
]
=
_gl
.
createFramebuffer
();
renderTargetProperties
.
__webglRenderbuffer
[
i
]
=
_gl
.
createRenderbuffer
();
state
.
texImage2D
(
_gl
.
TEXTURE_CUBE_MAP_POSITIVE_X
+
i
,
0
,
glFormat
,
renderTarget
.
width
,
renderTarget
.
height
,
0
,
glFormat
,
glType
,
null
);
}
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
null
);
setupFrameBuffer
(
renderTargetProperties
.
__webglFramebuffer
[
i
],
renderTarget
,
_gl
.
TEXTURE_CUBE_MAP_POSITIVE_X
+
i
);
setupRenderBuffer
(
renderTargetProperties
.
__webglRenderbuffer
[
i
],
renderTarget
);
};
}
// Set up GL resources for the render target
function
setupRenderTarget
(
renderTarget
)
{
if
(
renderTarget
.
texture
.
generateMipmaps
&&
isTargetPowerOfTwo
)
_gl
.
generateMipmap
(
_gl
.
TEXTURE_CUBE_MAP
);
var
renderTargetProperties
=
properties
.
get
(
renderTarget
);
var
textureProperties
=
properties
.
get
(
renderTarget
.
texture
);
}
else
{
renderTarget
.
addEventListener
(
'
dispose
'
,
onRenderTargetDispose
);
renderTargetProperties
.
__webglFramebuffer
=
_gl
.
createFramebuffer
();
textureProperties
.
__webglTexture
=
_gl
.
createTexture
();
if
(
renderTarget
.
shareDepthFrom
)
{
_infoMemory
.
textures
++
;
renderTargetProperties
.
__webglRenderbuffer
=
renderTarget
.
shareDepthFrom
.
__webglRenderbuffer
;
var
isCube
=
(
renderTarget
instanceof
THREE
.
WebGLRenderTargetCube
);
var
isTargetPowerOfTwo
=
THREE
.
Math
.
isPowerOfTwo
(
renderTarget
.
width
)
&&
THREE
.
Math
.
isPowerOfTwo
(
renderTarget
.
height
);
var
glFormat
=
paramThreeToGL
(
renderTarget
.
texture
.
format
);
var
glType
=
paramThreeToGL
(
renderTarget
.
texture
.
type
);
}
else
{
//
// Setup framebuffer
//
renderTargetProperties
.
__webglRenderbuffer
=
_gl
.
createRenderbuffer
();
if
(
isCube
)
{
}
renderTargetProperties
.
__webglFramebuffer
=
[];
for
(
var
i
=
0
;
i
<
6
;
i
++
)
{
state
.
bindTexture
(
_gl
.
TEXTURE_2D
,
textureProperties
.
__webglTexture
);
setTextureParameters
(
_gl
.
TEXTURE_2D
,
renderTarget
.
texture
,
isTargetPowerOfTwo
);
renderTargetProperties
.
__webglFramebuffer
[
i
]
=
_gl
.
createFramebuffer
();
state
.
texImage2D
(
_gl
.
TEXTURE_2D
,
0
,
glFormat
,
renderTarget
.
width
,
renderTarget
.
height
,
0
,
glFormat
,
glType
,
null
);
}
setupFrameBuffer
(
renderTargetProperties
.
__webglFramebuffer
,
renderTarget
,
_gl
.
TEXTURE_2D
);
}
else
{
if
(
renderTarget
.
shareDepthFrom
)
{
renderTargetProperties
.
__webglFramebuffer
=
_gl
.
createFramebuffer
();
if
(
renderTarget
.
depthBuffer
&&
!
renderTarget
.
stencilBuffer
)
{
}
_gl
.
framebufferRenderbuffer
(
_gl
.
FRAMEBUFFER
,
_gl
.
DEPTH_ATTACHMENT
,
_gl
.
RENDERBUFFER
,
renderTargetProperties
.
__webglRenderbuffer
);
//
// Setup color buffer
//
if
(
isCube
)
{
}
else
if
(
renderTarget
.
depthBuffer
&&
renderTarget
.
stencilBuffer
)
{
state
.
bindTexture
(
_gl
.
TEXTURE_CUBE_MAP
,
textureProperties
.
__webglTexture
);
setTextureParameters
(
_gl
.
TEXTURE_CUBE_MAP
,
renderTarget
.
texture
,
isTargetPowerOfTwo
);
for
(
var
i
=
0
;
i
<
6
;
i
++
)
{
_gl
.
framebufferRenderbuffer
(
_gl
.
FRAMEBUFFER
,
_gl
.
DEPTH_STENCIL_ATTACHMENT
,
_gl
.
RENDERBUFFER
,
renderTargetProperties
.
__webglRenderbuffer
);
setupFrameBufferTexture
(
renderTargetProperties
.
__webglFramebuffer
[
i
],
renderTarget
,
_gl
.
COLOR_ATTACHMENT0
,
_gl
.
TEXTURE_CUBE_MAP_POSITIVE_X
+
i
);
}
}
}
else
{
if
(
renderTarget
.
texture
.
generateMipmaps
&&
isTargetPowerOfTwo
)
_gl
.
generateMipmap
(
_gl
.
TEXTURE_CUBE_MAP
);
state
.
bindTexture
(
_gl
.
TEXTURE_CUBE_MAP
,
null
);
setupRenderBuffer
(
renderTargetProperties
.
__webglRenderbuffer
,
renderTarget
);
}
else
{
}
state
.
bindTexture
(
_gl
.
TEXTURE_2D
,
textureProperties
.
__webglTexture
);
setTextureParameters
(
_gl
.
TEXTURE_2D
,
renderTarget
.
texture
,
isTargetPowerOfTwo
);
setupFrameBufferTexture
(
renderTargetProperties
.
__webglFramebuffer
,
renderTarget
,
_gl
.
COLOR_ATTACHMENT0
,
_gl
.
TEXTURE_2D
);
if
(
renderTarget
.
texture
.
generateMipmaps
&&
isTargetPowerOfTwo
)
_gl
.
generateMipmap
(
_gl
.
TEXTURE_2D
);
if
(
renderTarget
.
texture
.
generateMipmaps
&&
isTargetPowerOfTwo
)
_gl
.
generateMipmap
(
_gl
.
TEXTURE_2D
);
state
.
bindTexture
(
_gl
.
TEXTURE_2D
,
null
);
}
}
// Release everything
//
// Setup depth and stencil buffers
//
if
(
renderTarget
.
depthBuffer
)
{
if
(
isCube
)
{
setupDepthRenderbuffer
(
renderTarget
);
state
.
bindTexture
(
_gl
.
TEXTURE_CUBE_MAP
,
null
);
}
}
else
{
}
state
.
bindTexture
(
_gl
.
TEXTURE_2D
,
null
);
this
.
setRenderTarget
=
function
(
renderTarget
)
{
}
if
(
renderTarget
&&
properties
.
get
(
renderTarget
).
__webglFramebuffer
===
undefined
)
{
_gl
.
bindRenderbuffer
(
_gl
.
RENDERBUFFER
,
null
);
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
null
);
setupRenderTarget
(
renderTarget
);
}
var
isCube
=
(
renderTarget
instanceof
THREE
.
WebGLRenderTargetCube
);
var
framebuffer
,
width
,
height
,
vx
,
vy
;
if
(
renderTarget
)
{
...
...
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