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WebGLRenderer: option to enable multi_draw / gl_DrawID in vertex shader #27630

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Jan 29, 2024
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1 change: 1 addition & 0 deletions docs/api/en/materials/ShaderMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -347,6 +347,7 @@ <h3>[property:Object extensions]</h3>
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
</code>
</p>
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3 changes: 2 additions & 1 deletion src/materials/ShaderMaterial.js
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,8 @@ class ShaderMaterial extends Material {
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false // set to use vertex shader clipping
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
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};

// When rendered geometry doesn't include these attributes but the material does,
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3 changes: 2 additions & 1 deletion src/renderers/webgl/WebGLProgram.js
Original file line number Diff line number Diff line change
Expand Up @@ -154,7 +154,8 @@ function generateExtensions( parameters ) {
function generateVertexExtensions( parameters ) {

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

return chunks.filter( filterEmptyLine ).join( '\n' );
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3 changes: 2 additions & 1 deletion src/renderers/webgl/WebGLPrograms.js
Original file line number Diff line number Diff line change
Expand Up @@ -353,7 +353,8 @@ 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' ),
extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),
extensionMultiDraw: HAS_EXTENSIONS && material.extensions.multiDraw === true && extensions.has( 'WEBGL_multi_draw' ),

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