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WebGLRenderer: Fix texture unit allocation of morph textures. #22624

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Oct 4, 2021
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35 changes: 18 additions & 17 deletions src/renderers/WebGLRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -737,7 +737,7 @@ function WebGLRenderer( parameters = {} ) {

const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

const program = setProgram( camera, scene, material, object );
const program = setProgram( camera, scene, geometry, material, object );

state.setMaterial( material, frontFaceCW );

Expand Down Expand Up @@ -769,12 +769,6 @@ function WebGLRenderer( parameters = {} ) {

}

if ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) {

morphtargets.update( object, geometry, material, program );

}

bindingStates.setup( object, material, program, geometry, index );

let attribute;
Expand Down Expand Up @@ -1339,7 +1333,7 @@ function WebGLRenderer( parameters = {} ) {

if ( object.isImmediateRenderObject ) {

const program = setProgram( camera, scene, material, object );
const program = setProgram( camera, scene, geometry, material, object );

state.setMaterial( material );

Expand Down Expand Up @@ -1504,7 +1498,7 @@ function WebGLRenderer( parameters = {} ) {

}

function setProgram( camera, scene, material, object ) {
function setProgram( camera, scene, geometry, material, object ) {

if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

Expand All @@ -1514,11 +1508,11 @@ function WebGLRenderer( parameters = {} ) {
const environment = material.isMeshStandardMaterial ? scene.environment : null;
const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
const vertexAlphas = material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;
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@Mugen87 Mugen87 Oct 1, 2021

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I don't think the !! object.geometry statements make sense. Render items always have a geometry, no?

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Ah wait, we need this for ImmediateRenderObject.

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@Mugen87 Mugen87 Oct 1, 2021

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I wonder if we could remove ImmediateRenderObject 🤔. This would noticeably simplify the renderer. And in that way,WebGPURenderer does not have to support ImmediateRenderObject.

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That sounds good to me 👍

const vertexTangents = !! material.normalMap && !! object.geometry && !! object.geometry.attributes.tangent;
const morphTargets = !! object.geometry && !! object.geometry.morphAttributes.position;
const morphNormals = !! object.geometry && !! object.geometry.morphAttributes.normal;
const morphTargetsCount = ( !! object.geometry && !! object.geometry.morphAttributes.position ) ? object.geometry.morphAttributes.position.length : 0;
const vertexAlphas = material.vertexColors === true && !! geometry && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
const vertexTangents = !! material.normalMap && !! geometry && !! geometry.attributes.tangent;
const morphTargets = !! geometry && !! geometry.morphAttributes.position;
const morphNormals = !! geometry && !! geometry.morphAttributes.normal;
const morphTargetsCount = ( !! geometry && !! geometry.morphAttributes.position ) ? geometry.morphAttributes.position.length : 0;

const materialProperties = properties.get( material );
const lights = currentRenderState.state.lights;
Expand Down Expand Up @@ -1716,9 +1710,9 @@ function WebGLRenderer( parameters = {} ) {

}

// skinning uniforms must be set even if material didn't change
// auto-setting of texture unit for bone texture must go before other textures
// otherwise textures used for skinning can take over texture units reserved for other material textures
// skinning and morph target uniforms must be set even if material didn't change
// auto-setting of texture unit for bone and morph texture must go before other textures
// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures

if ( object.isSkinnedMesh ) {

Expand Down Expand Up @@ -1746,6 +1740,13 @@ function WebGLRenderer( parameters = {} ) {

}

if ( !! geometry && ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) ) {

morphtargets.update( object, geometry, material, program );

}


if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

materialProperties.receiveShadow = object.receiveShadow;
Expand Down