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WebGLRenderer: Add WEBGL_clip_cull_distance support. (#27371)
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* init WEBGL_clip_cull_distance support

* remove unecessary conditions webgl2

* try fix directx

* feedbacks

* remove unecessary code

* Update webgl_clipculldistance.html

Style clean up.

* Update WebGLExtensions.js

* Update webgl_clipculldistance.html

* replace material with shader

* remove unused time const

* Update webgl_clipculldistance.html

Simplify example.

* Update clipping example.

* Revert builds.

* ShaderMaterial: Update `extensions` and docs.

---------

Co-authored-by: Michael Herzog <[email protected]>
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RenaudRohlinger and Mugen87 authored Dec 15, 2023
1 parent 7f29595 commit f765d87
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Showing 12 changed files with 218 additions and 8 deletions.
4 changes: 2 additions & 2 deletions docs/api/ar/materials/ShaderMaterial.html
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Expand Up @@ -327,8 +327,8 @@ <h3>[property:Object extensions]</h3>
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use
shader texture LOD
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false // set to use vertex shader clipping
};
</code>
</p>
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4 changes: 2 additions & 2 deletions docs/api/en/materials/ShaderMaterial.html
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Expand Up @@ -345,8 +345,8 @@ <h3>[property:Object extensions]</h3>
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use
shader texture LOD
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false // set to use vertex shader clipping
};
</code>
</p>
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3 changes: 2 additions & 1 deletion docs/api/fr/materials/ShaderMaterial.html
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Expand Up @@ -316,7 +316,8 @@ <h3>[property:Object extensions]</h3>
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use shader texture LOD
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false // set to use vertex shader clipping
};
</code>
</p>
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3 changes: 2 additions & 1 deletion docs/api/it/materials/ShaderMaterial.html
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Expand Up @@ -321,7 +321,8 @@ <h3>[property:Object extensions]</h3>
derivatives: false, // impostato per utilizzare le direttive
fragDepth: false, // impostato per utilizzare i valori di profondità del frammento
drawBuffers: false, // impostato per utilizzare i buffer di disegno
shaderTextureLOD: false // impostato per utilizzare la texture dello shader LOD
shaderTextureLOD: false, // impostato per utilizzare la texture dello shader LOD
clipCullDistance: false // set to use vertex shader clipping
};
</code>
</p>
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3 changes: 2 additions & 1 deletion docs/api/zh/materials/ShaderMaterial.html
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Expand Up @@ -283,7 +283,8 @@ <h3>[property:Object extensions]</h3>
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use shader texture LOD
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false // set to use vertex shader clipping
};
</code>
</p>
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1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -299,6 +299,7 @@
"webgl2": [
"webgl2_buffergeometry_attributes_integer",
"webgl2_buffergeometry_attributes_none",
"webgl2_clipculldistance",
"webgl2_materials_texture2darray",
"webgl2_materials_texture3d",
"webgl2_materials_texture3d_partialupdate",
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Binary file added examples/screenshots/webgl2_clipculldistance.jpg
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189 changes: 189 additions & 0 deletions examples/webgl2_clipculldistance.html
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@@ -0,0 +1,189 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js WebGL 2 - clip cull distance</title>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" />
<link type="text/css" rel="stylesheet" href="main.css" />
</head>
<body>
<div id="container"></div>

<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener" >three.js</a> - vertex shader clipping via
<a href="https://registry.khronos.org/webgl/extensions/WEBGL_clip_cull_distance/" target="_blank" rel="noopener" >WEBGL_clip_cull_distance</a>
<div id="notSupported" style="display:none">WEBGL_clip_cull_distance not supported</div>
</div>

<script id="vertexShader" type="x-shader/x-vertex">

uniform float time;

varying vec4 vColor;

void main() {

vColor = color;

#ifdef USE_CLIP_DISTANCE
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
gl_ClipDistance[ 0 ] = worldPosition.x - sin( time ) * ( 0.5 );
#endif

gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

}

</script>

<script id="fragmentShader" type="x-shader/x-fragment">

varying vec4 vColor;

void main() {

gl_FragColor = vColor;

}

</script>

<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>

<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'three/addons/libs/stats.module.js';

let camera, controls, clock, scene, renderer, stats;

let material;

init();
animate();

function init() {

camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
camera.position.z = 2;

scene = new THREE.Scene();

clock = new THREE.Clock();

//

renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

if ( renderer.extensions.has( 'WEBGL_clip_cull_distance' ) === false ) {

document.getElementById( 'notSupported' ).style.display = '';
return;

}

const ext = renderer
.getContext()
.getExtension( 'WEBGL_clip_cull_distance' );
const gl = renderer.getContext();

gl.enable( ext.CLIP_DISTANCE0_WEBGL );

// geometry

const vertexCount = 200 * 3;

const geometry = new THREE.BufferGeometry();

const positions = [];
const colors = [];

for ( let i = 0; i < vertexCount; i ++ ) {

// adding x,y,z
positions.push( Math.random() - 0.5 );
positions.push( Math.random() - 0.5 );
positions.push( Math.random() - 0.5 );

// adding r,g,b,a
colors.push( Math.random() * 255 );
colors.push( Math.random() * 255 );
colors.push( Math.random() * 255 );
colors.push( Math.random() * 255 );

}

const positionAttribute = new THREE.Float32BufferAttribute( positions, 3 );
const colorAttribute = new THREE.Uint8BufferAttribute( colors, 4 );
colorAttribute.normalized = true;

geometry.setAttribute( 'position', positionAttribute );
geometry.setAttribute( 'color', colorAttribute );

// material

material = new THREE.ShaderMaterial( {

uniforms: {
time: { value: 1.0 }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
side: THREE.DoubleSide,
transparent: true,
vertexColors: true

} );

material.extensions.clipCullDistance = true;

const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );

//

controls = new OrbitControls( camera, renderer.domElement );

//

stats = new Stats();
document.body.appendChild( stats.dom );

window.addEventListener( 'resize', onWindowResize );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

requestAnimationFrame( animate );

controls.update();
stats.update();

material.uniforms.time.value = clock.getElapsedTime();

renderer.render( scene, camera );

}
</script>
</body>
</html>
3 changes: 2 additions & 1 deletion src/materials/ShaderMaterial.js
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Expand Up @@ -36,7 +36,8 @@ class ShaderMaterial extends Material {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use shader texture LOD
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false // set to use vertex shader clipping
};

// When rendered geometry doesn't include these attributes but the material does,
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1 change: 1 addition & 0 deletions src/renderers/webgl/WebGLExtensions.js
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Expand Up @@ -54,6 +54,7 @@ function WebGLExtensions( gl ) {
if ( capabilities.isWebGL2 ) {

getExtension( 'EXT_color_buffer_float' );
getExtension( 'WEBGL_clip_cull_distance' );

} else {

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14 changes: 14 additions & 0 deletions src/renderers/webgl/WebGLProgram.js
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Expand Up @@ -147,6 +147,16 @@ function generateExtensions( parameters ) {

}

function generateVertexExtensions( parameters ) {

const chunks = [
parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : ''
];

return chunks.filter( filterEmptyLine ).join( '\n' );

}

function generateDefines( defines ) {

const chunks = [];
Expand Down Expand Up @@ -451,6 +461,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );

const customVertexExtensions = generateVertexExtensions( parameters );

const customDefines = generateDefines( defines );

const program = gl.createProgram();
Expand Down Expand Up @@ -503,6 +515,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

customDefines,

parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',
parameters.batching ? '#define USE_BATCHING' : '',
parameters.instancing ? '#define USE_INSTANCING' : '',
parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
Expand Down Expand Up @@ -843,6 +856,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
versionString = '#version 300 es\n';

prefixVertex = [
customVertexExtensions,
'precision mediump sampler2DArray;',
'#define attribute in',
'#define varying out',
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1 change: 1 addition & 0 deletions src/renderers/webgl/WebGLPrograms.js
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Expand Up @@ -356,6 +356,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
extensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,
extensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,
extensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,
extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance && extensions.has( 'WEBGL_clip_cull_distance' ),

rendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),
rendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),
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