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WebGLRenderer: Add support for changing the assigned render target depth texture #28584

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Aug 5, 2024
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22 changes: 22 additions & 0 deletions src/renderers/WebGLRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -2268,6 +2268,28 @@ class WebGLRenderer {
// Color and depth texture must be rebound in order for the swapchain to update.
textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );

} else if ( renderTarget.depthBuffer ) {

// check if the depth texture is already bound to the frame buffer and that it's been initialized
const depthTexture = renderTarget.depthTexture;
if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) {

// check if the depth texture is compatible
if (
depthTexture !== null &&
properties.has( depthTexture ) &&
( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height )
) {

throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' );

}

// Swap the depth buffer to the currently attached one
textures.setupDepthRenderbuffer( renderTarget );

}

}

const texture = renderTarget.texture;
Expand Down
7 changes: 7 additions & 0 deletions src/renderers/webgl/WebGLProperties.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,12 @@ function WebGLProperties() {

let properties = new WeakMap();

function has( object ) {

return properties.has( object );

}

function get( object ) {

let map = properties.get( object );
Expand Down Expand Up @@ -36,6 +42,7 @@ function WebGLProperties() {
}

return {
has: has,
get: get,
remove: remove,
update: update,
Expand Down
65 changes: 61 additions & 4 deletions src/renderers/webgl/WebGLTextures.js
Original file line number Diff line number Diff line change
Expand Up @@ -1594,6 +1594,37 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
const renderTargetProperties = properties.get( renderTarget );
const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

// if the bound depth texture has changed
if ( renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture ) {

// fire the dispose event to get rid of stored state associated with the previously bound depth buffer
const depthTexture = renderTarget.depthTexture;
if ( renderTargetProperties.__depthDisposeCallback ) {

renderTargetProperties.__depthDisposeCallback();

}

// set up dispose listeners to track when the currently attached buffer is implicitly unbound
if ( depthTexture ) {

const disposeEvent = () => {

delete renderTargetProperties.__boundDepthTexture;
delete renderTargetProperties.__depthDisposeCallback;
depthTexture.removeEventListener( 'dispose', disposeEvent );

};

depthTexture.addEventListener( 'dispose', disposeEvent );
renderTargetProperties.__depthDisposeCallback = disposeEvent;

}

renderTargetProperties.__boundDepthTexture = depthTexture;

}

if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {

if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
Expand All @@ -1609,16 +1640,42 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
for ( let i = 0; i < 6; i ++ ) {

state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

if ( renderTargetProperties.__webglDepthbuffer[ i ] === undefined ) {

renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

} else {

// attach buffer if it's been created already
const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
const renderbuffer = renderTargetProperties.__webglDepthbuffer[ i ];
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );

}

}

} else {

state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

if ( renderTargetProperties.__webglDepthbuffer === undefined ) {

renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

} else {

// attach buffer if it's been created already
const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
const renderbuffer = renderTargetProperties.__webglDepthbuffer;
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );

}

}

Expand Down