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68 changes: 48 additions & 20 deletions src/renderers/WebGLRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,6 @@ import {
import { Color } from '../math/Color.js';
import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
import { WebGLAnimation } from './webgl/WebGLAnimation.js';
Expand Down Expand Up @@ -205,7 +204,6 @@ class WebGLRenderer {

const _projScreenMatrix = new Matrix4();

const _vector2 = new Vector2();
const _vector3 = new Vector3();

const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
Expand Down Expand Up @@ -1152,6 +1150,13 @@ class WebGLRenderer {

}

const renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
if ( renderBackground ) {

background.addToRenderList( currentRenderList, scene );

}

//

this.info.render.frame ++;
Expand All @@ -1168,22 +1173,30 @@ class WebGLRenderer {

if ( this.info.autoReset === true ) this.info.reset();

// render scene

//
const opaqueObjects = currentRenderList.opaque;
const transmissiveObjects = currentRenderList.transmissive;

if ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {
currentRenderState.setupLights( _this._useLegacyLights );

background.render( currentRenderList, scene );
if ( camera.isArrayCamera ) {

}
const cameras = camera.cameras;

// render scene
if ( transmissiveObjects.length > 0 ) {

currentRenderState.setupLights( _this._useLegacyLights );
for ( let i = 0, l = cameras.length; i < l; i ++ ) {

if ( camera.isArrayCamera ) {
const camera2 = cameras[ i ];

const cameras = camera.cameras;
renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );

}

}

if ( renderBackground ) background.render( scene );

for ( let i = 0, l = cameras.length; i < l; i ++ ) {

Expand All @@ -1195,6 +1208,10 @@ class WebGLRenderer {

} else {

if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );

if ( renderBackground ) background.render( scene );

renderScene( currentRenderList, scene, camera );

}
Expand Down Expand Up @@ -1373,8 +1390,6 @@ class WebGLRenderer {

if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );

if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );

if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );

if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
Expand All @@ -1401,18 +1416,18 @@ class WebGLRenderer {

}

if ( currentRenderState.state.transmissionRenderTarget === null ) {
if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {

currentRenderState.state.transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {
generateMipmaps: true,
type: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,
minFilter: LinearMipmapLinearFilter,
samples: 4,
stencilBuffer: stencil
} );

const renderTargetProperties = properties.get( currentRenderState.state.transmissionRenderTarget );
renderTargetProperties.__isTransmissionRenderTarget = true;
const renderTargetProperties = properties.get( currentRenderState.state.transmissionRenderTarget[ camera.id ] );
renderTargetProperties.__ignoreDepthValues = true;

// debug

Expand All @@ -1426,10 +1441,10 @@ class WebGLRenderer {

}

const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget;
const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];

_this.getDrawingBufferSize( _vector2 );
transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
const activeViewport = camera.viewport || _currentViewport;
transmissionRenderTarget.setSize( activeViewport.z, activeViewport.w );

//

Expand All @@ -1447,6 +1462,17 @@ class WebGLRenderer {
const currentToneMapping = _this.toneMapping;
_this.toneMapping = NoToneMapping;

// Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).
// Transmission render pass requires viewport to match the transmissionRenderTarget.
const currentCameraViewport = camera.viewport;
if ( camera.viewport !== undefined ) {

camera.viewport = undefined;

}

currentRenderState.setupLightsView( camera );

renderObjects( opaqueObjects, scene, camera );

textures.updateMultisampleRenderTarget( transmissionRenderTarget );
Expand Down Expand Up @@ -1492,6 +1518,8 @@ class WebGLRenderer {

_this.setClearColor( _currentClearColor, _currentClearAlpha );

camera.viewport = currentCameraViewport;

_this.toneMapping = currentToneMapping;

}
Expand Down Expand Up @@ -2023,7 +2051,7 @@ class WebGLRenderer {

}

materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget );
materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );

WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );

Expand Down
21 changes: 18 additions & 3 deletions src/renderers/webgl/WebGLBackground.js
Original file line number Diff line number Diff line change
Expand Up @@ -26,9 +26,8 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
let currentBackgroundVersion = 0;
let currentTonemapping = null;

function render( renderList, scene ) {
function getBackground( scene ) {

let forceClear = false;
let background = scene.isScene === true ? scene.background : null;

if ( background && background.isTexture ) {
Expand All @@ -38,6 +37,15 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,

}

return background;

}

function render( scene ) {

let forceClear = false;
const background = getBackground( scene );

if ( background === null ) {

setClear( clearColor, clearAlpha );
Expand Down Expand Up @@ -67,6 +75,12 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,

}

}

function addToRenderList( renderList, scene ) {

const background = getBackground( scene );

if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {

if ( boxMesh === undefined ) {
Expand Down Expand Up @@ -247,7 +261,8 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
setClear( clearColor, clearAlpha );

},
render: render
render: render,
addToRenderList: addToRenderList

};

Expand Down
2 changes: 1 addition & 1 deletion src/renderers/webgl/WebGLRenderStates.js
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@ function WebGLRenderState( extensions ) {

lights: lights,

transmissionRenderTarget: null
transmissionRenderTarget: {}
};

return {
Expand Down
4 changes: 1 addition & 3 deletions src/renderers/webgl/WebGLTextures.js
Original file line number Diff line number Diff line change
Expand Up @@ -1878,9 +1878,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,

if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;

// resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799)

if ( renderTarget.stencilBuffer && renderTargetProperties.__isTransmissionRenderTarget !== true ) mask |= _gl.STENCIL_BUFFER_BIT;
if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;

}

Expand Down