- 设置场景
const _emptyScene = {
background: null,
fog: null,
environment: null,
overrideMaterial: null,
isScene: true,
};
if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
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- setProgram函数获取Program
const program = setProgram( camera, scene, material, object );
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- setMaterial+是否正面渲染 来设置状态机的状态
state.setMaterial( material, frontFaceCW );
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- index与position
// 获取索引和顶点数据
let index = geometry.index;
const position = geometry.attributes.position;
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- 计算顶点drawStart, drawCount与webgl类同
//计算需要绘制顶点个数
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 );
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- 分mesh point line sprite
//设置绘制模式和绘制方法
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 );
}
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- draw三种draw的方式
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 );
}
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- 原文
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 );
// 获取着色器程序
const program = setProgram( camera, scene, material, object );
// 设置绘制所需状态
state.setMaterial( material, frontFaceCW );
// 获取索引和顶点数据
let index = geometry.index;
const position = geometry.attributes.position;
// 判断有无索引和顶点数据
if ( index === null ) {
if ( position === undefined || position.count === 0 ) return;
} else if ( index.count === 0 ) {
return;
}
// 线框模式
let rangeFactor = 1;
if ( material.wireframe === true ) {
index = geometries.getWireframeAttribute( geometry );
rangeFactor = 2;
}
//设置变形动画
if ( material.morphTargets || material.morphNormals ) {
morphtargets.update( object, geometry, material, program );
}
//绑定顶点数据
bindingStates.setup( object, material, program, geometry, index );
let attribute;
let renderer = bufferRenderer;
if ( index !== null ) {
attribute = attributes.get( index );
renderer = indexedBufferRenderer;
renderer.setIndex( attribute );
}
//计算需要绘制顶点个数
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;
//设置绘制模式和绘制方法
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 );
}
};
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