@gnsx/three 0.184.0

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Files changed (1182) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +85 -0
  3. package/build/three.cjs +79695 -0
  4. package/build/three.core.js +59732 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +19552 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +654 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +83969 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +83702 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  16. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  17. package/examples/fonts/README.md +11 -0
  18. package/examples/fonts/droid/NOTICE +190 -0
  19. package/examples/fonts/droid/README.txt +18 -0
  20. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  23. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  24. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  25. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  26. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  27. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  28. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  29. package/examples/fonts/optimer_bold.typeface.json +1 -0
  30. package/examples/fonts/optimer_regular.typeface.json +1 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/jsm/Addons.js +293 -0
  34. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  35. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  36. package/examples/jsm/capabilities/WebGL.js +113 -0
  37. package/examples/jsm/capabilities/WebGPU.js +59 -0
  38. package/examples/jsm/controls/ArcballControls.js +3539 -0
  39. package/examples/jsm/controls/DragControls.js +452 -0
  40. package/examples/jsm/controls/FirstPersonControls.js +451 -0
  41. package/examples/jsm/controls/FlyControls.js +384 -0
  42. package/examples/jsm/controls/MapControls.js +116 -0
  43. package/examples/jsm/controls/OrbitControls.js +1963 -0
  44. package/examples/jsm/controls/PointerLockControls.js +264 -0
  45. package/examples/jsm/controls/TrackballControls.js +1001 -0
  46. package/examples/jsm/controls/TransformControls.js +1950 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.js +209 -0
  49. package/examples/jsm/csm/CSMHelper.js +243 -0
  50. package/examples/jsm/csm/CSMShader.js +307 -0
  51. package/examples/jsm/csm/CSMShadowNode.js +603 -0
  52. package/examples/jsm/curves/CurveExtras.js +694 -0
  53. package/examples/jsm/curves/NURBSCurve.js +155 -0
  54. package/examples/jsm/curves/NURBSSurface.js +98 -0
  55. package/examples/jsm/curves/NURBSUtils.js +532 -0
  56. package/examples/jsm/curves/NURBSVolume.js +82 -0
  57. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  58. package/examples/jsm/effects/AsciiEffect.js +310 -0
  59. package/examples/jsm/effects/OutlineEffect.js +489 -0
  60. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  61. package/examples/jsm/effects/StereoEffect.js +91 -0
  62. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  63. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  64. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  65. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  66. package/examples/jsm/exporters/EXRExporter.js +618 -0
  67. package/examples/jsm/exporters/GLTFExporter.js +3738 -0
  68. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  69. package/examples/jsm/exporters/OBJExporter.js +308 -0
  70. package/examples/jsm/exporters/PLYExporter.js +562 -0
  71. package/examples/jsm/exporters/STLExporter.js +221 -0
  72. package/examples/jsm/exporters/USDZExporter.js +1254 -0
  73. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  74. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  75. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  76. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  77. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  78. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  79. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  80. package/examples/jsm/geometries/TextGeometry.js +102 -0
  81. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  82. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  83. package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
  84. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  85. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  86. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  87. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  88. package/examples/jsm/helpers/RapierHelper.js +59 -0
  89. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  90. package/examples/jsm/helpers/TextureHelper.js +265 -0
  91. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  92. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  93. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  94. package/examples/jsm/helpers/ViewHelper.js +519 -0
  95. package/examples/jsm/inspector/Extension.js +13 -0
  96. package/examples/jsm/inspector/Inspector.js +542 -0
  97. package/examples/jsm/inspector/RendererInspector.js +425 -0
  98. package/examples/jsm/inspector/extensions/extensions.json +6 -0
  99. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
  100. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
  101. package/examples/jsm/inspector/tabs/Console.js +238 -0
  102. package/examples/jsm/inspector/tabs/Memory.js +128 -0
  103. package/examples/jsm/inspector/tabs/Parameters.js +380 -0
  104. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  105. package/examples/jsm/inspector/tabs/Settings.js +264 -0
  106. package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
  107. package/examples/jsm/inspector/tabs/Viewer.js +268 -0
  108. package/examples/jsm/inspector/ui/Graph.js +95 -0
  109. package/examples/jsm/inspector/ui/Item.js +170 -0
  110. package/examples/jsm/inspector/ui/List.js +75 -0
  111. package/examples/jsm/inspector/ui/Profiler.js +2072 -0
  112. package/examples/jsm/inspector/ui/Style.js +1667 -0
  113. package/examples/jsm/inspector/ui/Tab.js +265 -0
  114. package/examples/jsm/inspector/ui/Values.js +476 -0
  115. package/examples/jsm/inspector/ui/utils.js +69 -0
  116. package/examples/jsm/interaction/InteractionManager.js +226 -0
  117. package/examples/jsm/interactive/HTMLMesh.js +601 -0
  118. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  119. package/examples/jsm/interactive/SelectionBox.js +324 -0
  120. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  121. package/examples/jsm/libs/ammo.wasm.js +822 -0
  122. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  123. package/examples/jsm/libs/basis/README.md +46 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  125. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  126. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  127. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  128. package/examples/jsm/libs/draco/README.md +32 -0
  129. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  130. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  131. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  132. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  133. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  135. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  136. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  137. package/examples/jsm/libs/ecsy.module.js +1792 -0
  138. package/examples/jsm/libs/fflate.module.js +2672 -0
  139. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  140. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  141. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  142. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  143. package/examples/jsm/libs/mikktspace.module.js +128 -0
  144. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  145. package/examples/jsm/libs/opentype.module.js +14506 -0
  146. package/examples/jsm/libs/potpack.module.js +125 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  149. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  150. package/examples/jsm/libs/stats.module.js +167 -0
  151. package/examples/jsm/libs/surfaceNet.js +201 -0
  152. package/examples/jsm/libs/tween.module.js +876 -0
  153. package/examples/jsm/libs/utif.module.js +1665 -0
  154. package/examples/jsm/libs/zstddec.module.js +1 -0
  155. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  156. package/examples/jsm/lighting/LightProbeGrid.js +651 -0
  157. package/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  159. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  161. package/examples/jsm/lines/Line2.js +56 -0
  162. package/examples/jsm/lines/LineGeometry.js +157 -0
  163. package/examples/jsm/lines/LineMaterial.js +703 -0
  164. package/examples/jsm/lines/LineSegments2.js +426 -0
  165. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  166. package/examples/jsm/lines/Wireframe.js +108 -0
  167. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  168. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/examples/jsm/loaders/3DMLoader.js +1836 -0
  172. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  173. package/examples/jsm/loaders/AMFLoader.js +541 -0
  174. package/examples/jsm/loaders/BVHLoader.js +484 -0
  175. package/examples/jsm/loaders/ColladaLoader.js +153 -0
  176. package/examples/jsm/loaders/DDSLoader.js +385 -0
  177. package/examples/jsm/loaders/DRACOLoader.js +739 -0
  178. package/examples/jsm/loaders/EXRLoader.js +3423 -0
  179. package/examples/jsm/loaders/FBXLoader.js +4580 -0
  180. package/examples/jsm/loaders/FontLoader.js +260 -0
  181. package/examples/jsm/loaders/GCodeLoader.js +318 -0
  182. package/examples/jsm/loaders/GLTFLoader.js +4860 -0
  183. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  184. package/examples/jsm/loaders/HDRLoader.js +485 -0
  185. package/examples/jsm/loaders/IESLoader.js +379 -0
  186. package/examples/jsm/loaders/KMZLoader.js +163 -0
  187. package/examples/jsm/loaders/KTX2Loader.js +1257 -0
  188. package/examples/jsm/loaders/KTXLoader.js +197 -0
  189. package/examples/jsm/loaders/LDrawLoader.js +2510 -0
  190. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  191. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  192. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  193. package/examples/jsm/loaders/LWOLoader.js +1047 -0
  194. package/examples/jsm/loaders/LottieLoader.js +130 -0
  195. package/examples/jsm/loaders/MD2Loader.js +435 -0
  196. package/examples/jsm/loaders/MDDLoader.js +147 -0
  197. package/examples/jsm/loaders/MTLLoader.js +593 -0
  198. package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
  199. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  200. package/examples/jsm/loaders/OBJLoader.js +955 -0
  201. package/examples/jsm/loaders/PCDLoader.js +620 -0
  202. package/examples/jsm/loaders/PDBLoader.js +272 -0
  203. package/examples/jsm/loaders/PLYLoader.js +805 -0
  204. package/examples/jsm/loaders/PVRLoader.js +270 -0
  205. package/examples/jsm/loaders/RGBELoader.js +18 -0
  206. package/examples/jsm/loaders/STLLoader.js +421 -0
  207. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  208. package/examples/jsm/loaders/TDSLoader.js +1142 -0
  209. package/examples/jsm/loaders/TGALoader.js +538 -0
  210. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  211. package/examples/jsm/loaders/TTFLoader.js +261 -0
  212. package/examples/jsm/loaders/USDLoader.js +279 -0
  213. package/examples/jsm/loaders/USDZLoader.js +16 -0
  214. package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
  215. package/examples/jsm/loaders/VOXLoader.js +919 -0
  216. package/examples/jsm/loaders/VRMLLoader.js +3646 -0
  217. package/examples/jsm/loaders/VTKLoader.js +1293 -0
  218. package/examples/jsm/loaders/XYZLoader.js +143 -0
  219. package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
  220. package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
  221. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  222. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  223. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  224. package/examples/jsm/loaders/usd/USDAParser.js +828 -0
  225. package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
  226. package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
  227. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  228. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  229. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  230. package/examples/jsm/math/Capsule.js +159 -0
  231. package/examples/jsm/math/ColorConverter.js +58 -0
  232. package/examples/jsm/math/ColorSpaces.js +147 -0
  233. package/examples/jsm/math/ConvexHull.js +1695 -0
  234. package/examples/jsm/math/ImprovedNoise.js +88 -0
  235. package/examples/jsm/math/Lut.js +317 -0
  236. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  237. package/examples/jsm/math/OBB.js +535 -0
  238. package/examples/jsm/math/Octree.js +822 -0
  239. package/examples/jsm/math/SimplexNoise.js +470 -0
  240. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  241. package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
  242. package/examples/jsm/misc/Gyroscope.js +78 -0
  243. package/examples/jsm/misc/MD2Character.js +391 -0
  244. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  245. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  246. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  247. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  248. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  249. package/examples/jsm/misc/RollerCoaster.js +661 -0
  250. package/examples/jsm/misc/TubePainter.js +599 -0
  251. package/examples/jsm/misc/Volume.js +520 -0
  252. package/examples/jsm/misc/VolumeSlice.js +275 -0
  253. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  254. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  255. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  256. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  257. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  258. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  259. package/examples/jsm/objects/Lensflare.js +489 -0
  260. package/examples/jsm/objects/LensflareMesh.js +376 -0
  261. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  262. package/examples/jsm/objects/Reflector.js +386 -0
  263. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  264. package/examples/jsm/objects/Refractor.js +389 -0
  265. package/examples/jsm/objects/ShadowMesh.js +130 -0
  266. package/examples/jsm/objects/Sky.js +321 -0
  267. package/examples/jsm/objects/SkyMesh.js +377 -0
  268. package/examples/jsm/objects/Water.js +374 -0
  269. package/examples/jsm/objects/Water2.js +403 -0
  270. package/examples/jsm/objects/Water2Mesh.js +199 -0
  271. package/examples/jsm/objects/WaterMesh.js +194 -0
  272. package/examples/jsm/offscreen/jank.js +45 -0
  273. package/examples/jsm/offscreen/offscreen.js +8 -0
  274. package/examples/jsm/offscreen/scene.js +86 -0
  275. package/examples/jsm/physics/AmmoPhysics.js +359 -0
  276. package/examples/jsm/physics/JoltPhysics.js +334 -0
  277. package/examples/jsm/physics/RapierPhysics.js +436 -0
  278. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  279. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  280. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  281. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  282. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  283. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  284. package/examples/jsm/postprocessing/EffectComposer.js +365 -0
  285. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  286. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  287. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  288. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  289. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  290. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  291. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  292. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  293. package/examples/jsm/postprocessing/OutputPass.js +148 -0
  294. package/examples/jsm/postprocessing/Pass.js +191 -0
  295. package/examples/jsm/postprocessing/RenderPass.js +193 -0
  296. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  297. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  298. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  299. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  300. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  301. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  302. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  303. package/examples/jsm/postprocessing/SavePass.js +132 -0
  304. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  305. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  306. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  307. package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
  308. package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
  309. package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
  310. package/examples/jsm/renderers/Projector.js +1154 -0
  311. package/examples/jsm/renderers/SVGRenderer.js +799 -0
  312. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  313. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  314. package/examples/jsm/shaders/BasicShader.js +36 -0
  315. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  316. package/examples/jsm/shaders/BlendShader.js +56 -0
  317. package/examples/jsm/shaders/BokehShader.js +151 -0
  318. package/examples/jsm/shaders/BokehShader2.js +404 -0
  319. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  320. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  321. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  322. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  323. package/examples/jsm/shaders/CopyShader.js +52 -0
  324. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  325. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  326. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  327. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  328. package/examples/jsm/shaders/ExposureShader.js +51 -0
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  1018. package/src/renderers/shaders/ShaderChunk/iridescence_fragment.glsl.js +120 -0
  1019. package/src/renderers/shaders/ShaderChunk/iridescence_pars_fragment.glsl.js +14 -0
  1020. package/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js +8 -0
  1021. package/src/renderers/shaders/ShaderChunk/lightprobes_pars_fragment.glsl.js +80 -0
  1022. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +213 -0
  1023. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +19 -0
  1024. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +44 -0
  1025. package/src/renderers/shaders/ShaderChunk/lights_lambert_fragment.glsl.js +5 -0
  1026. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +28 -0
  1027. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +216 -0
  1028. package/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js +7 -0
  1029. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +32 -0
  1030. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +161 -0
  1031. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +656 -0
  1032. package/src/renderers/shaders/ShaderChunk/lights_toon_fragment.glsl.js +4 -0
  1033. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +26 -0
  1034. package/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js +9 -0
  1035. package/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js +9 -0
  1036. package/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js +8 -0
  1037. package/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js +8 -0
  1038. package/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js +17 -0
  1039. package/src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js +7 -0
  1040. package/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js +27 -0
  1041. package/src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js +27 -0
  1042. package/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js +12 -0
  1043. package/src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js +7 -0
  1044. package/src/renderers/shaders/ShaderChunk/morphcolor_vertex.glsl.js +24 -0
  1045. package/src/renderers/shaders/ShaderChunk/morphinstance_vertex.glsl.js +14 -0
  1046. package/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js +16 -0
  1047. package/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js +26 -0
  1048. package/src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js +16 -0
  1049. package/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +76 -0
  1050. package/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js +40 -0
  1051. package/src/renderers/shaders/ShaderChunk/normal_pars_fragment.glsl.js +14 -0
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  1053. package/src/renderers/shaders/ShaderChunk/normal_vertex.glsl.js +14 -0
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  1055. package/src/renderers/shaders/ShaderChunk/opaque_fragment.glsl.js +11 -0
  1056. package/src/renderers/shaders/ShaderChunk/packing.glsl.js +116 -0
  1057. package/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js +7 -0
  1058. package/src/renderers/shaders/ShaderChunk/project_vertex.glsl.js +19 -0
  1059. package/src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js +12 -0
  1060. package/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js +7 -0
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  1065. package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
  1066. package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +25 -0
  1067. package/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js +15 -0
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  1073. package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
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  1141. package/src/renderers/webgl-fallback/utils/WebGLUtils.js +317 -0
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  1143. package/src/renderers/webgpu/WebGPURenderer.Nodes.js +69 -0
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  1182. package/src/utils.js +493 -0
@@ -0,0 +1,3699 @@
1
+ import {
2
+ REVISION,
3
+ BackSide,
4
+ FrontSide,
5
+ DoubleSide,
6
+ HalfFloatType,
7
+ UnsignedByteType,
8
+ NoToneMapping,
9
+ LinearMipmapLinearFilter,
10
+ SRGBColorSpace,
11
+ RGBAIntegerFormat,
12
+ RGIntegerFormat,
13
+ RedIntegerFormat,
14
+ UnsignedIntType,
15
+ UnsignedShortType,
16
+ UnsignedInt248Type,
17
+ UnsignedShort4444Type,
18
+ UnsignedShort5551Type,
19
+ WebGLCoordinateSystem
20
+ } from '../constants.js';
21
+ import { Color } from '../math/Color.js';
22
+ import { Frustum } from '../math/Frustum.js';
23
+ import { Matrix4 } from '../math/Matrix4.js';
24
+ import { Vector3 } from '../math/Vector3.js';
25
+ import { Vector4 } from '../math/Vector4.js';
26
+ import { WebGLAnimation } from './webgl/WebGLAnimation.js';
27
+ import { WebGLAttributes } from './webgl/WebGLAttributes.js';
28
+ import { WebGLBackground } from './webgl/WebGLBackground.js';
29
+ import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
30
+ import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
31
+ import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
32
+ import { WebGLClipping } from './webgl/WebGLClipping.js';
33
+ import { WebGLEnvironments } from './webgl/WebGLEnvironments.js';
34
+ import { WebGLExtensions } from './webgl/WebGLExtensions.js';
35
+ import { WebGLGeometries } from './webgl/WebGLGeometries.js';
36
+ import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
37
+ import { WebGLInfo } from './webgl/WebGLInfo.js';
38
+ import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
39
+ import { WebGLObjects } from './webgl/WebGLObjects.js';
40
+ import { WebGLOutput } from './webgl/WebGLOutput.js';
41
+ import { WebGLPrograms } from './webgl/WebGLPrograms.js';
42
+ import { WebGLProperties } from './webgl/WebGLProperties.js';
43
+ import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
44
+ import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
45
+ import { WebGLRenderTarget } from './WebGLRenderTarget.js';
46
+ import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
47
+ import { WebGLState } from './webgl/WebGLState.js';
48
+ import { WebGLTextures } from './webgl/WebGLTextures.js';
49
+ import { WebGLUniforms } from './webgl/WebGLUniforms.js';
50
+ import { WebGLUtils } from './webgl/WebGLUtils.js';
51
+ import { WebXRManager } from './webxr/WebXRManager.js';
52
+ import { WebGLMaterials } from './webgl/WebGLMaterials.js';
53
+ import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
54
+ import { createCanvasElement, probeAsync, error, warn, log } from '../utils.js';
55
+ import { ColorManagement } from '../math/ColorManagement.js';
56
+ import { getDFGLUT } from './shaders/DFGLUTData.js';
57
+
58
+ /**
59
+ * This renderer uses WebGL 2 to display scenes.
60
+ *
61
+ * WebGL 1 is not supported since `r163`.
62
+ */
63
+ class WebGLRenderer {
64
+
65
+ /**
66
+ * Constructs a new WebGL renderer.
67
+ *
68
+ * @param {WebGLRenderer~Options} [parameters] - The configuration parameter.
69
+ */
70
+ constructor( parameters = {} ) {
71
+
72
+ const {
73
+ canvas = createCanvasElement(),
74
+ context = null,
75
+ depth = true,
76
+ stencil = false,
77
+ alpha = false,
78
+ antialias = false,
79
+ premultipliedAlpha = true,
80
+ preserveDrawingBuffer = false,
81
+ powerPreference = 'default',
82
+ failIfMajorPerformanceCaveat = false,
83
+ reversedDepthBuffer = false,
84
+ outputBufferType = UnsignedByteType,
85
+ } = parameters;
86
+
87
+ /**
88
+ * This flag can be used for type testing.
89
+ *
90
+ * @type {boolean}
91
+ * @readonly
92
+ * @default true
93
+ */
94
+ this.isWebGLRenderer = true;
95
+
96
+ let _alpha;
97
+
98
+ if ( context !== null ) {
99
+
100
+ if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {
101
+
102
+ throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );
103
+
104
+ }
105
+
106
+ _alpha = context.getContextAttributes().alpha;
107
+
108
+ } else {
109
+
110
+ _alpha = alpha;
111
+
112
+ }
113
+
114
+ const _outputBufferType = outputBufferType;
115
+
116
+ const INTEGER_FORMATS = new Set( [
117
+ RGBAIntegerFormat,
118
+ RGIntegerFormat,
119
+ RedIntegerFormat
120
+ ] );
121
+
122
+ const UNSIGNED_TYPES = new Set( [
123
+ UnsignedByteType,
124
+ UnsignedIntType,
125
+ UnsignedShortType,
126
+ UnsignedInt248Type,
127
+ UnsignedShort4444Type,
128
+ UnsignedShort5551Type
129
+ ] );
130
+
131
+ const uintClearColor = new Uint32Array( 4 );
132
+ const intClearColor = new Int32Array( 4 );
133
+ const objectPosition = new Vector3();
134
+
135
+ let currentRenderList = null;
136
+ let currentRenderState = null;
137
+
138
+ // render() can be called from within a callback triggered by another render.
139
+ // We track this so that the nested render call gets its list and state isolated from the parent render call.
140
+
141
+ const renderListStack = [];
142
+ const renderStateStack = [];
143
+
144
+ // internal render target for non-UnsignedByteType color buffer
145
+
146
+ let output = null;
147
+
148
+ // public properties
149
+
150
+ /**
151
+ * A canvas where the renderer draws its output. This is automatically created by the renderer
152
+ * in the constructor (if not provided already); you just need to add it to your page like so:
153
+ * ```js
154
+ * document.body.appendChild( renderer.domElement );
155
+ * ```
156
+ *
157
+ * @type {HTMLCanvasElement|OffscreenCanvas}
158
+ */
159
+ this.domElement = canvas;
160
+
161
+ /**
162
+ * A object with debug configuration settings.
163
+ *
164
+ * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are
165
+ * checked for errors during compilation and linkage process. It may be useful to disable
166
+ * this check in production for performance gain. It is strongly recommended to keep these
167
+ * checks enabled during development. If the shader does not compile and link, it will not
168
+ * work and associated material will not render.
169
+ * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that
170
+ * can be used for custom error reporting. The callback receives the WebGL context, an instance
171
+ * of WebGLProgram as well two instances of WebGLShader representing the vertex and fragment shader.
172
+ * Assigning a custom function disables the default error reporting.
173
+ *
174
+ * @type {Object}
175
+ */
176
+ this.debug = {
177
+
178
+ /**
179
+ * Enables error checking and reporting when shader programs are being compiled.
180
+ * @type {boolean}
181
+ */
182
+ checkShaderErrors: true,
183
+ /**
184
+ * Callback for custom error reporting.
185
+ * @type {?Function}
186
+ */
187
+ onShaderError: null
188
+ };
189
+
190
+ // clearing
191
+
192
+ /**
193
+ * Whether the renderer should automatically clear its output before rendering a frame or not.
194
+ *
195
+ * @type {boolean}
196
+ * @default true
197
+ */
198
+ this.autoClear = true;
199
+
200
+ /**
201
+ * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
202
+ * the color buffer or not.
203
+ *
204
+ * @type {boolean}
205
+ * @default true
206
+ */
207
+ this.autoClearColor = true;
208
+
209
+ /**
210
+ * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
211
+ * the depth buffer or not.
212
+ *
213
+ * @type {boolean}
214
+ * @default true
215
+ */
216
+ this.autoClearDepth = true;
217
+
218
+ /**
219
+ * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
220
+ * the stencil buffer or not.
221
+ *
222
+ * @type {boolean}
223
+ * @default true
224
+ */
225
+ this.autoClearStencil = true;
226
+
227
+ // scene graph
228
+
229
+ /**
230
+ * Whether the renderer should sort objects or not.
231
+ *
232
+ * Note: Sorting is used to attempt to properly render objects that have some
233
+ * degree of transparency. By definition, sorting objects may not work in all
234
+ * cases. Depending on the needs of application, it may be necessary to turn
235
+ * off sorting and use other methods to deal with transparency rendering e.g.
236
+ * manually determining each object's rendering order.
237
+ *
238
+ * @type {boolean}
239
+ * @default true
240
+ */
241
+ this.sortObjects = true;
242
+
243
+ // user-defined clipping
244
+
245
+ /**
246
+ * User-defined clipping planes specified in world space. These planes apply globally.
247
+ * Points in space whose dot product with the plane is negative are cut away.
248
+ *
249
+ * @type {Array<Plane>}
250
+ */
251
+ this.clippingPlanes = [];
252
+
253
+ /**
254
+ * Whether the renderer respects object-level clipping planes or not.
255
+ *
256
+ * @type {boolean}
257
+ * @default false
258
+ */
259
+ this.localClippingEnabled = false;
260
+
261
+ // tone mapping
262
+
263
+ /**
264
+ * The tone mapping technique of the renderer.
265
+ *
266
+ * @type {(NoToneMapping|LinearToneMapping|ReinhardToneMapping|CineonToneMapping|ACESFilmicToneMapping|CustomToneMapping|AgXToneMapping|NeutralToneMapping)}
267
+ * @default NoToneMapping
268
+ */
269
+ this.toneMapping = NoToneMapping;
270
+
271
+ /**
272
+ * Exposure level of tone mapping.
273
+ *
274
+ * @type {number}
275
+ * @default 1
276
+ */
277
+ this.toneMappingExposure = 1.0;
278
+
279
+ // transmission
280
+
281
+ /**
282
+ * The normalized resolution scale for the transmission render target, measured in percentage
283
+ * of viewport dimensions. Lowering this value can result in significant performance improvements
284
+ * when using {@link MeshPhysicalMaterial#transmission}.
285
+ *
286
+ * @type {number}
287
+ * @default 1
288
+ */
289
+ this.transmissionResolutionScale = 1.0;
290
+
291
+ // internal properties
292
+
293
+ const _this = this;
294
+
295
+ let _isContextLost = false;
296
+ let _nodesHandler = null;
297
+
298
+ // internal state cache
299
+
300
+ this._outputColorSpace = SRGBColorSpace;
301
+
302
+ let _currentActiveCubeFace = 0;
303
+ let _currentActiveMipmapLevel = 0;
304
+ let _currentRenderTarget = null;
305
+ let _currentMaterialId = - 1;
306
+
307
+ let _currentCamera = null;
308
+
309
+ const _currentViewport = new Vector4();
310
+ const _currentScissor = new Vector4();
311
+ let _currentScissorTest = null;
312
+
313
+ const _currentClearColor = new Color( 0x000000 );
314
+ let _currentClearAlpha = 0;
315
+
316
+ //
317
+
318
+ let _width = canvas.width;
319
+ let _height = canvas.height;
320
+
321
+ let _pixelRatio = 1;
322
+ let _opaqueSort = null;
323
+ let _transparentSort = null;
324
+
325
+ const _viewport = new Vector4( 0, 0, _width, _height );
326
+ const _scissor = new Vector4( 0, 0, _width, _height );
327
+ let _scissorTest = false;
328
+
329
+ // frustum
330
+
331
+ const _frustum = new Frustum();
332
+
333
+ // clipping
334
+
335
+ let _clippingEnabled = false;
336
+ let _localClippingEnabled = false;
337
+
338
+ // camera matrices cache
339
+
340
+ const _projScreenMatrix = new Matrix4();
341
+
342
+ const _vector3 = new Vector3();
343
+
344
+ const _vector4 = new Vector4();
345
+
346
+ const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
347
+
348
+ let _renderBackground = false;
349
+
350
+ function getTargetPixelRatio() {
351
+
352
+ return _currentRenderTarget === null ? _pixelRatio : 1;
353
+
354
+ }
355
+
356
+ // initialize
357
+
358
+ let _gl = context;
359
+
360
+ function getContext( contextName, contextAttributes ) {
361
+
362
+ return canvas.getContext( contextName, contextAttributes );
363
+
364
+ }
365
+
366
+ try {
367
+
368
+ const contextAttributes = {
369
+ alpha: true,
370
+ depth,
371
+ stencil,
372
+ antialias,
373
+ premultipliedAlpha,
374
+ preserveDrawingBuffer,
375
+ powerPreference,
376
+ failIfMajorPerformanceCaveat,
377
+ };
378
+
379
+ // OffscreenCanvas does not have setAttribute, see #22811
380
+ if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
381
+
382
+ // event listeners must be registered before WebGL context is created, see #12753
383
+ canvas.addEventListener( 'webglcontextlost', onContextLost, false );
384
+ canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
385
+ canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
386
+
387
+ if ( _gl === null ) {
388
+
389
+ const contextName = 'webgl2';
390
+
391
+ _gl = getContext( contextName, contextAttributes );
392
+
393
+ if ( _gl === null ) {
394
+
395
+ if ( getContext( contextName ) ) {
396
+
397
+ throw new Error( 'Error creating WebGL context with your selected attributes.' );
398
+
399
+ } else {
400
+
401
+ throw new Error( 'Error creating WebGL context.' );
402
+
403
+ }
404
+
405
+ }
406
+
407
+ }
408
+
409
+ } catch ( e ) {
410
+
411
+ error( 'WebGLRenderer: ' + e.message );
412
+ throw e;
413
+
414
+ }
415
+
416
+ let extensions, capabilities, state, info;
417
+ let properties, textures, environments, attributes, geometries, objects;
418
+ let programCache, materials, renderLists, renderStates, clipping, shadowMap;
419
+
420
+ let background, morphtargets, bufferRenderer, indexedBufferRenderer;
421
+
422
+ let utils, bindingStates, uniformsGroups;
423
+
424
+ function initGLContext() {
425
+
426
+ extensions = new WebGLExtensions( _gl );
427
+ extensions.init();
428
+
429
+ utils = new WebGLUtils( _gl, extensions );
430
+
431
+ capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils );
432
+
433
+ state = new WebGLState( _gl, extensions );
434
+
435
+ if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) {
436
+
437
+ state.buffers.depth.setReversed( true );
438
+
439
+ }
440
+
441
+ info = new WebGLInfo( _gl );
442
+ properties = new WebGLProperties();
443
+ textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
444
+ environments = new WebGLEnvironments( _this );
445
+ attributes = new WebGLAttributes( _gl );
446
+ bindingStates = new WebGLBindingStates( _gl, attributes );
447
+ geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
448
+ objects = new WebGLObjects( _gl, geometries, attributes, bindingStates, info );
449
+ morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
450
+ clipping = new WebGLClipping( properties );
451
+ programCache = new WebGLPrograms( _this, environments, extensions, capabilities, bindingStates, clipping );
452
+ materials = new WebGLMaterials( _this, properties );
453
+ renderLists = new WebGLRenderLists();
454
+ renderStates = new WebGLRenderStates( extensions );
455
+ background = new WebGLBackground( _this, environments, state, objects, _alpha, premultipliedAlpha );
456
+ shadowMap = new WebGLShadowMap( _this, objects, capabilities );
457
+ uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
458
+
459
+ bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
460
+ indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
461
+
462
+ info.programs = programCache.programs;
463
+
464
+ /**
465
+ * Holds details about the capabilities of the current rendering context.
466
+ *
467
+ * @name WebGLRenderer#capabilities
468
+ * @type {WebGLRenderer~Capabilities}
469
+ */
470
+ _this.capabilities = capabilities;
471
+
472
+ /**
473
+ * Provides methods for retrieving and testing WebGL extensions.
474
+ *
475
+ * - `get(extensionName:string)`: Used to check whether a WebGL extension is supported
476
+ * and return the extension object if available.
477
+ * - `has(extensionName:string)`: returns `true` if the extension is supported.
478
+ *
479
+ * @name WebGLRenderer#extensions
480
+ * @type {Object}
481
+ */
482
+ _this.extensions = extensions;
483
+
484
+ /**
485
+ * Used to track properties of other objects like native WebGL objects.
486
+ *
487
+ * @name WebGLRenderer#properties
488
+ * @type {Object}
489
+ */
490
+ _this.properties = properties;
491
+
492
+ /**
493
+ * Manages the render lists of the renderer.
494
+ *
495
+ * @name WebGLRenderer#renderLists
496
+ * @type {Object}
497
+ */
498
+ _this.renderLists = renderLists;
499
+
500
+
501
+
502
+ /**
503
+ * Interface for managing shadows.
504
+ *
505
+ * @name WebGLRenderer#shadowMap
506
+ * @type {WebGLRenderer~ShadowMap}
507
+ */
508
+ _this.shadowMap = shadowMap;
509
+
510
+ /**
511
+ * Interface for managing the WebGL state.
512
+ *
513
+ * @name WebGLRenderer#state
514
+ * @type {Object}
515
+ */
516
+ _this.state = state;
517
+
518
+ /**
519
+ * Holds a series of statistical information about the GPU memory
520
+ * and the rendering process. Useful for debugging and monitoring.
521
+ *
522
+ * By default these data are reset at each render call but when having
523
+ * multiple render passes per frame (e.g. when using post processing) it can
524
+ * be preferred to reset with a custom pattern. First, set `autoReset` to
525
+ * `false`.
526
+ * ```js
527
+ * renderer.info.autoReset = false;
528
+ * ```
529
+ * Call `reset()` whenever you have finished to render a single frame.
530
+ * ```js
531
+ * renderer.info.reset();
532
+ * ```
533
+ *
534
+ * @name WebGLRenderer#info
535
+ * @type {WebGLRenderer~Info}
536
+ */
537
+ _this.info = info;
538
+
539
+ }
540
+
541
+ initGLContext();
542
+
543
+ // initialize internal render target for non-UnsignedByteType color buffer
544
+
545
+ if ( _outputBufferType !== UnsignedByteType ) {
546
+
547
+ output = new WebGLOutput( _outputBufferType, canvas.width, canvas.height, depth, stencil );
548
+
549
+ }
550
+
551
+ // xr
552
+
553
+ const xr = new WebXRManager( _this, _gl );
554
+
555
+ /**
556
+ * A reference to the XR manager.
557
+ *
558
+ * @type {WebXRManager}
559
+ */
560
+ this.xr = xr;
561
+
562
+ /**
563
+ * Returns the rendering context.
564
+ *
565
+ * @return {WebGL2RenderingContext} The rendering context.
566
+ */
567
+ this.getContext = function () {
568
+
569
+ return _gl;
570
+
571
+ };
572
+
573
+ /**
574
+ * Returns the rendering context attributes.
575
+ *
576
+ * @return {WebGLContextAttributes} The rendering context attributes.
577
+ */
578
+ this.getContextAttributes = function () {
579
+
580
+ return _gl.getContextAttributes();
581
+
582
+ };
583
+
584
+ /**
585
+ * Simulates a loss of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
586
+ */
587
+ this.forceContextLoss = function () {
588
+
589
+ const extension = extensions.get( 'WEBGL_lose_context' );
590
+ if ( extension ) extension.loseContext();
591
+
592
+ };
593
+
594
+ /**
595
+ * Simulates a restore of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
596
+ */
597
+ this.forceContextRestore = function () {
598
+
599
+ const extension = extensions.get( 'WEBGL_lose_context' );
600
+ if ( extension ) extension.restoreContext();
601
+
602
+ };
603
+
604
+ /**
605
+ * Returns the pixel ratio.
606
+ *
607
+ * @return {number} The pixel ratio.
608
+ */
609
+ this.getPixelRatio = function () {
610
+
611
+ return _pixelRatio;
612
+
613
+ };
614
+
615
+ /**
616
+ * Sets the given pixel ratio and resizes the canvas if necessary.
617
+ *
618
+ * @param {number} value - The pixel ratio.
619
+ */
620
+ this.setPixelRatio = function ( value ) {
621
+
622
+ if ( value === undefined ) return;
623
+
624
+ _pixelRatio = value;
625
+
626
+ this.setSize( _width, _height, false );
627
+
628
+ };
629
+
630
+ /**
631
+ * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
632
+ *
633
+ * @param {Vector2} target - The method writes the result in this target object.
634
+ * @return {Vector2} The renderer's size in logical pixels.
635
+ */
636
+ this.getSize = function ( target ) {
637
+
638
+ return target.set( _width, _height );
639
+
640
+ };
641
+
642
+ /**
643
+ * Resizes the output canvas to (width, height) with device pixel ratio taken
644
+ * into account, and also sets the viewport to fit that size, starting in (0,
645
+ * 0). Setting `updateStyle` to false prevents any style changes to the output canvas.
646
+ *
647
+ * @param {number} width - The width in logical pixels.
648
+ * @param {number} height - The height in logical pixels.
649
+ * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
650
+ */
651
+ this.setSize = function ( width, height, updateStyle = true ) {
652
+
653
+ if ( xr.isPresenting ) {
654
+
655
+ warn( 'WebGLRenderer: Can\'t change size while VR device is presenting.' );
656
+ return;
657
+
658
+ }
659
+
660
+ _width = width;
661
+ _height = height;
662
+
663
+ canvas.width = Math.floor( width * _pixelRatio );
664
+ canvas.height = Math.floor( height * _pixelRatio );
665
+
666
+ if ( updateStyle === true ) {
667
+
668
+ canvas.style.width = width + 'px';
669
+ canvas.style.height = height + 'px';
670
+
671
+ }
672
+
673
+ if ( output !== null ) {
674
+
675
+ output.setSize( canvas.width, canvas.height );
676
+
677
+ }
678
+
679
+ this.setViewport( 0, 0, width, height );
680
+
681
+ };
682
+
683
+ /**
684
+ * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
685
+ *
686
+ * @param {Vector2} target - The method writes the result in this target object.
687
+ * @return {Vector2} The drawing buffer size.
688
+ */
689
+ this.getDrawingBufferSize = function ( target ) {
690
+
691
+ return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
692
+
693
+ };
694
+
695
+ /**
696
+ * This method allows to define the drawing buffer size by specifying
697
+ * width, height and pixel ratio all at once. The size of the drawing
698
+ * buffer is computed with this formula:
699
+ * ```js
700
+ * size.x = width * pixelRatio;
701
+ * size.y = height * pixelRatio;
702
+ * ```
703
+ *
704
+ * @param {number} width - The width in logical pixels.
705
+ * @param {number} height - The height in logical pixels.
706
+ * @param {number} pixelRatio - The pixel ratio.
707
+ */
708
+ this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
709
+
710
+ _width = width;
711
+ _height = height;
712
+
713
+ _pixelRatio = pixelRatio;
714
+
715
+ canvas.width = Math.floor( width * pixelRatio );
716
+ canvas.height = Math.floor( height * pixelRatio );
717
+
718
+ this.setViewport( 0, 0, width, height );
719
+
720
+ };
721
+
722
+ /**
723
+ * Sets the post-processing effects to be applied after rendering.
724
+ *
725
+ * @param {Array} effects - An array of post-processing effects.
726
+ */
727
+ this.setEffects = function ( effects ) {
728
+
729
+ if ( _outputBufferType === UnsignedByteType ) {
730
+
731
+ error( 'THREE.WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' );
732
+ return;
733
+
734
+ }
735
+
736
+ if ( effects ) {
737
+
738
+ for ( let i = 0; i < effects.length; i ++ ) {
739
+
740
+ if ( effects[ i ].isOutputPass === true ) {
741
+
742
+ warn( 'THREE.WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' );
743
+ break;
744
+
745
+ }
746
+
747
+ }
748
+
749
+ }
750
+
751
+ output.setEffects( effects || [] );
752
+
753
+ };
754
+
755
+ /**
756
+ * Returns the current viewport definition.
757
+ *
758
+ * @param {Vector2} target - The method writes the result in this target object.
759
+ * @return {Vector2} The current viewport definition.
760
+ */
761
+ this.getCurrentViewport = function ( target ) {
762
+
763
+ return target.copy( _currentViewport );
764
+
765
+ };
766
+
767
+ /**
768
+ * Returns the viewport definition.
769
+ *
770
+ * @param {Vector4} target - The method writes the result in this target object.
771
+ * @return {Vector4} The viewport definition.
772
+ */
773
+ this.getViewport = function ( target ) {
774
+
775
+ return target.copy( _viewport );
776
+
777
+ };
778
+
779
+ /**
780
+ * Sets the viewport to render from `(x, y)` to `(x + width, y + height)`.
781
+ *
782
+ * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
783
+ * Or alternatively a four-component vector specifying all the parameters of the viewport.
784
+ * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit.
785
+ * @param {number} width - The width of the viewport in logical pixel unit.
786
+ * @param {number} height - The height of the viewport in logical pixel unit.
787
+ */
788
+ this.setViewport = function ( x, y, width, height ) {
789
+
790
+ if ( x.isVector4 ) {
791
+
792
+ _viewport.set( x.x, x.y, x.z, x.w );
793
+
794
+ } else {
795
+
796
+ _viewport.set( x, y, width, height );
797
+
798
+ }
799
+
800
+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );
801
+
802
+ };
803
+
804
+ /**
805
+ * Returns the scissor region.
806
+ *
807
+ * @param {Vector4} target - The method writes the result in this target object.
808
+ * @return {Vector4} The scissor region.
809
+ */
810
+ this.getScissor = function ( target ) {
811
+
812
+ return target.copy( _scissor );
813
+
814
+ };
815
+
816
+ /**
817
+ * Sets the scissor region to render from `(x, y)` to `(x + width, y + height)`.
818
+ *
819
+ * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the scissor region origin in logical pixel unit.
820
+ * Or alternatively a four-component vector specifying all the parameters of the scissor region.
821
+ * @param {number} y - The vertical coordinate for the lower left corner of the scissor region origin in logical pixel unit.
822
+ * @param {number} width - The width of the scissor region in logical pixel unit.
823
+ * @param {number} height - The height of the scissor region in logical pixel unit.
824
+ */
825
+ this.setScissor = function ( x, y, width, height ) {
826
+
827
+ if ( x.isVector4 ) {
828
+
829
+ _scissor.set( x.x, x.y, x.z, x.w );
830
+
831
+ } else {
832
+
833
+ _scissor.set( x, y, width, height );
834
+
835
+ }
836
+
837
+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );
838
+
839
+ };
840
+
841
+ /**
842
+ * Returns `true` if the scissor test is enabled.
843
+ *
844
+ * @return {boolean} Whether the scissor test is enabled or not.
845
+ */
846
+ this.getScissorTest = function () {
847
+
848
+ return _scissorTest;
849
+
850
+ };
851
+
852
+ /**
853
+ * Enable or disable the scissor test. When this is enabled, only the pixels
854
+ * within the defined scissor area will be affected by further renderer
855
+ * actions.
856
+ *
857
+ * @param {boolean} boolean - Whether the scissor test is enabled or not.
858
+ */
859
+ this.setScissorTest = function ( boolean ) {
860
+
861
+ state.setScissorTest( _scissorTest = boolean );
862
+
863
+ };
864
+
865
+ /**
866
+ * Sets a custom opaque sort function for the render lists. Pass `null`
867
+ * to use the default `painterSortStable` function.
868
+ *
869
+ * @param {?Function} method - The opaque sort function.
870
+ */
871
+ this.setOpaqueSort = function ( method ) {
872
+
873
+ _opaqueSort = method;
874
+
875
+ };
876
+
877
+ /**
878
+ * Sets a custom transparent sort function for the render lists. Pass `null`
879
+ * to use the default `reversePainterSortStable` function.
880
+ *
881
+ * @param {?Function} method - The opaque sort function.
882
+ */
883
+ this.setTransparentSort = function ( method ) {
884
+
885
+ _transparentSort = method;
886
+
887
+ };
888
+
889
+ // Clearing
890
+
891
+ /**
892
+ * Returns the clear color.
893
+ *
894
+ * @param {Color} target - The method writes the result in this target object.
895
+ * @return {Color} The clear color.
896
+ */
897
+ this.getClearColor = function ( target ) {
898
+
899
+ return target.copy( background.getClearColor() );
900
+
901
+ };
902
+
903
+ /**
904
+ * Sets the clear color and alpha.
905
+ *
906
+ * @param {Color} color - The clear color.
907
+ * @param {number} [alpha=1] - The clear alpha.
908
+ */
909
+ this.setClearColor = function () {
910
+
911
+ background.setClearColor( ...arguments );
912
+
913
+ };
914
+
915
+ /**
916
+ * Returns the clear alpha. Ranges within `[0,1]`.
917
+ *
918
+ * @return {number} The clear alpha.
919
+ */
920
+ this.getClearAlpha = function () {
921
+
922
+ return background.getClearAlpha();
923
+
924
+ };
925
+
926
+ /**
927
+ * Sets the clear alpha.
928
+ *
929
+ * @param {number} alpha - The clear alpha.
930
+ */
931
+ this.setClearAlpha = function () {
932
+
933
+ background.setClearAlpha( ...arguments );
934
+
935
+ };
936
+
937
+ /**
938
+ * Tells the renderer to clear its color, depth or stencil drawing buffer(s).
939
+ * This method initializes the buffers to the current clear color values.
940
+ *
941
+ * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
942
+ * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
943
+ * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
944
+ */
945
+ this.clear = function ( color = true, depth = true, stencil = true ) {
946
+
947
+ let bits = 0;
948
+
949
+ if ( color ) {
950
+
951
+ // check if we're trying to clear an integer target
952
+ let isIntegerFormat = false;
953
+ if ( _currentRenderTarget !== null ) {
954
+
955
+ const targetFormat = _currentRenderTarget.texture.format;
956
+ isIntegerFormat = INTEGER_FORMATS.has( targetFormat );
957
+
958
+ }
959
+
960
+ // use the appropriate clear functions to clear the target if it's a signed
961
+ // or unsigned integer target
962
+ if ( isIntegerFormat ) {
963
+
964
+ const targetType = _currentRenderTarget.texture.type;
965
+ const isUnsignedType = UNSIGNED_TYPES.has( targetType );
966
+
967
+ const clearColor = background.getClearColor();
968
+ const a = background.getClearAlpha();
969
+ const r = clearColor.r;
970
+ const g = clearColor.g;
971
+ const b = clearColor.b;
972
+
973
+ if ( isUnsignedType ) {
974
+
975
+ uintClearColor[ 0 ] = r;
976
+ uintClearColor[ 1 ] = g;
977
+ uintClearColor[ 2 ] = b;
978
+ uintClearColor[ 3 ] = a;
979
+ _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
980
+
981
+ } else {
982
+
983
+ intClearColor[ 0 ] = r;
984
+ intClearColor[ 1 ] = g;
985
+ intClearColor[ 2 ] = b;
986
+ intClearColor[ 3 ] = a;
987
+ _gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
988
+
989
+ }
990
+
991
+ } else {
992
+
993
+ bits |= _gl.COLOR_BUFFER_BIT;
994
+
995
+ }
996
+
997
+ }
998
+
999
+ if ( depth ) {
1000
+
1001
+ bits |= _gl.DEPTH_BUFFER_BIT;
1002
+ this.state.buffers.depth.setMask( true );
1003
+
1004
+ }
1005
+
1006
+ if ( stencil ) {
1007
+
1008
+ bits |= _gl.STENCIL_BUFFER_BIT;
1009
+ this.state.buffers.stencil.setMask( 0xffffffff );
1010
+
1011
+ }
1012
+
1013
+ if ( bits !== 0 ) {
1014
+
1015
+ _gl.clear( bits );
1016
+
1017
+ }
1018
+
1019
+ };
1020
+
1021
+ /**
1022
+ * Clears the color buffer. Equivalent to calling `renderer.clear( true, false, false )`.
1023
+ */
1024
+ this.clearColor = function () {
1025
+
1026
+ this.clear( true, false, false );
1027
+
1028
+ };
1029
+
1030
+ /**
1031
+ * Clears the depth buffer. Equivalent to calling `renderer.clear( false, true, false )`.
1032
+ */
1033
+ this.clearDepth = function () {
1034
+
1035
+ this.clear( false, true, false );
1036
+
1037
+ };
1038
+
1039
+ /**
1040
+ * Clears the stencil buffer. Equivalent to calling `renderer.clear( false, false, true )`.
1041
+ */
1042
+ this.clearStencil = function () {
1043
+
1044
+ this.clear( false, false, true );
1045
+
1046
+ };
1047
+
1048
+ /**
1049
+ * Sets a compatibility node builder for rendering node materials with WebGLRenderer.
1050
+ * This enables using TSL (Three.js Shading Language) node materials to prepare
1051
+ * for migration to WebGPURenderer.
1052
+ *
1053
+ * @param {WebGLNodesHandler} nodesHandler - The node builder instance.
1054
+ */
1055
+ this.setNodesHandler = function ( nodesHandler ) {
1056
+
1057
+ nodesHandler.setRenderer( this );
1058
+ _nodesHandler = nodesHandler;
1059
+
1060
+ };
1061
+
1062
+ /**
1063
+ * Frees the GPU-related resources allocated by this instance. Call this
1064
+ * method whenever this instance is no longer used in your app.
1065
+ */
1066
+ this.dispose = function () {
1067
+
1068
+ canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
1069
+ canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
1070
+ canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
1071
+
1072
+ background.dispose();
1073
+ renderLists.dispose();
1074
+ renderStates.dispose();
1075
+ properties.dispose();
1076
+ environments.dispose();
1077
+ objects.dispose();
1078
+ bindingStates.dispose();
1079
+ uniformsGroups.dispose();
1080
+ programCache.dispose();
1081
+
1082
+ xr.dispose();
1083
+
1084
+ xr.removeEventListener( 'sessionstart', onXRSessionStart );
1085
+ xr.removeEventListener( 'sessionend', onXRSessionEnd );
1086
+
1087
+ animation.stop();
1088
+
1089
+ };
1090
+
1091
+ // Events
1092
+
1093
+ function onContextLost( event ) {
1094
+
1095
+ event.preventDefault();
1096
+
1097
+ log( 'WebGLRenderer: Context Lost.' );
1098
+
1099
+ _isContextLost = true;
1100
+
1101
+ }
1102
+
1103
+ function onContextRestore( /* event */ ) {
1104
+
1105
+ log( 'WebGLRenderer: Context Restored.' );
1106
+
1107
+ _isContextLost = false;
1108
+
1109
+ const infoAutoReset = info.autoReset;
1110
+ const shadowMapEnabled = shadowMap.enabled;
1111
+ const shadowMapAutoUpdate = shadowMap.autoUpdate;
1112
+ const shadowMapNeedsUpdate = shadowMap.needsUpdate;
1113
+ const shadowMapType = shadowMap.type;
1114
+
1115
+ initGLContext();
1116
+
1117
+ info.autoReset = infoAutoReset;
1118
+ shadowMap.enabled = shadowMapEnabled;
1119
+ shadowMap.autoUpdate = shadowMapAutoUpdate;
1120
+ shadowMap.needsUpdate = shadowMapNeedsUpdate;
1121
+ shadowMap.type = shadowMapType;
1122
+
1123
+ }
1124
+
1125
+ function onContextCreationError( event ) {
1126
+
1127
+ error( 'WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
1128
+
1129
+ }
1130
+
1131
+ function onMaterialDispose( event ) {
1132
+
1133
+ const material = event.target;
1134
+
1135
+ material.removeEventListener( 'dispose', onMaterialDispose );
1136
+
1137
+ deallocateMaterial( material );
1138
+
1139
+ }
1140
+
1141
+ // Buffer deallocation
1142
+
1143
+ function deallocateMaterial( material ) {
1144
+
1145
+ releaseMaterialProgramReferences( material );
1146
+
1147
+ properties.remove( material );
1148
+
1149
+ }
1150
+
1151
+
1152
+ function releaseMaterialProgramReferences( material ) {
1153
+
1154
+ const programs = properties.get( material ).programs;
1155
+
1156
+ if ( programs !== undefined ) {
1157
+
1158
+ programs.forEach( function ( program ) {
1159
+
1160
+ programCache.releaseProgram( program );
1161
+
1162
+ } );
1163
+
1164
+ if ( material.isShaderMaterial ) {
1165
+
1166
+ programCache.releaseShaderCache( material );
1167
+
1168
+ }
1169
+
1170
+ }
1171
+
1172
+ }
1173
+
1174
+ // Buffer rendering
1175
+
1176
+ this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
1177
+
1178
+ if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
1179
+
1180
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
1181
+
1182
+ const program = setProgram( camera, scene, geometry, material, object );
1183
+
1184
+ state.setMaterial( material, frontFaceCW );
1185
+
1186
+ //
1187
+
1188
+ let index = geometry.index;
1189
+ let rangeFactor = 1;
1190
+
1191
+ if ( material.wireframe === true ) {
1192
+
1193
+ index = geometries.getWireframeAttribute( geometry );
1194
+
1195
+ if ( index === undefined ) return;
1196
+
1197
+ rangeFactor = 2;
1198
+
1199
+ }
1200
+
1201
+ //
1202
+
1203
+ const drawRange = geometry.drawRange;
1204
+ const position = geometry.attributes.position;
1205
+
1206
+ let drawStart = drawRange.start * rangeFactor;
1207
+ let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
1208
+
1209
+ if ( group !== null ) {
1210
+
1211
+ drawStart = Math.max( drawStart, group.start * rangeFactor );
1212
+ drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
1213
+
1214
+ }
1215
+
1216
+ if ( index !== null ) {
1217
+
1218
+ drawStart = Math.max( drawStart, 0 );
1219
+ drawEnd = Math.min( drawEnd, index.count );
1220
+
1221
+ } else if ( position !== undefined && position !== null ) {
1222
+
1223
+ drawStart = Math.max( drawStart, 0 );
1224
+ drawEnd = Math.min( drawEnd, position.count );
1225
+
1226
+ }
1227
+
1228
+ const drawCount = drawEnd - drawStart;
1229
+
1230
+ if ( drawCount < 0 || drawCount === Infinity ) return;
1231
+
1232
+ //
1233
+
1234
+ bindingStates.setup( object, material, program, geometry, index );
1235
+
1236
+ let attribute;
1237
+ let renderer = bufferRenderer;
1238
+
1239
+ if ( index !== null ) {
1240
+
1241
+ attribute = attributes.get( index );
1242
+
1243
+ renderer = indexedBufferRenderer;
1244
+ renderer.setIndex( attribute );
1245
+
1246
+ }
1247
+
1248
+ //
1249
+
1250
+ if ( object.isMesh ) {
1251
+
1252
+ if ( material.wireframe === true ) {
1253
+
1254
+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
1255
+ renderer.setMode( _gl.LINES );
1256
+
1257
+ } else {
1258
+
1259
+ renderer.setMode( _gl.TRIANGLES );
1260
+
1261
+ }
1262
+
1263
+ } else if ( object.isLine ) {
1264
+
1265
+ let lineWidth = material.linewidth;
1266
+
1267
+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
1268
+
1269
+ state.setLineWidth( lineWidth * getTargetPixelRatio() );
1270
+
1271
+ if ( object.isLineSegments ) {
1272
+
1273
+ renderer.setMode( _gl.LINES );
1274
+
1275
+ } else if ( object.isLineLoop ) {
1276
+
1277
+ renderer.setMode( _gl.LINE_LOOP );
1278
+
1279
+ } else {
1280
+
1281
+ renderer.setMode( _gl.LINE_STRIP );
1282
+
1283
+ }
1284
+
1285
+ } else if ( object.isPoints ) {
1286
+
1287
+ renderer.setMode( _gl.POINTS );
1288
+
1289
+ } else if ( object.isSprite ) {
1290
+
1291
+ renderer.setMode( _gl.TRIANGLES );
1292
+
1293
+ }
1294
+
1295
+ if ( object.isBatchedMesh ) {
1296
+
1297
+ if ( ! extensions.get( 'WEBGL_multi_draw' ) ) {
1298
+
1299
+ const starts = object._multiDrawStarts;
1300
+ const counts = object._multiDrawCounts;
1301
+ const drawCount = object._multiDrawCount;
1302
+ const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;
1303
+ const uniforms = properties.get( material ).currentProgram.getUniforms();
1304
+ for ( let i = 0; i < drawCount; i ++ ) {
1305
+
1306
+ uniforms.setValue( _gl, '_gl_DrawID', i );
1307
+ renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );
1308
+
1309
+ }
1310
+
1311
+ } else {
1312
+
1313
+ renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
1314
+
1315
+ }
1316
+
1317
+ } else if ( object.isInstancedMesh ) {
1318
+
1319
+ renderer.renderInstances( drawStart, drawCount, object.count );
1320
+
1321
+ } else if ( geometry.isInstancedBufferGeometry ) {
1322
+
1323
+ const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
1324
+ const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
1325
+
1326
+ renderer.renderInstances( drawStart, drawCount, instanceCount );
1327
+
1328
+ } else {
1329
+
1330
+ renderer.render( drawStart, drawCount );
1331
+
1332
+ }
1333
+
1334
+ };
1335
+
1336
+ // Compile
1337
+
1338
+ function prepareMaterial( material, scene, object ) {
1339
+
1340
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
1341
+
1342
+ material.side = BackSide;
1343
+ material.needsUpdate = true;
1344
+ getProgram( material, scene, object );
1345
+
1346
+ material.side = FrontSide;
1347
+ material.needsUpdate = true;
1348
+ getProgram( material, scene, object );
1349
+
1350
+ material.side = DoubleSide;
1351
+
1352
+ } else {
1353
+
1354
+ getProgram( material, scene, object );
1355
+
1356
+ }
1357
+
1358
+ }
1359
+
1360
+ /**
1361
+ * Compiles all materials in the scene with the camera. This is useful to precompile shaders
1362
+ * before the first rendering. If you want to add a 3D object to an existing scene, use the third
1363
+ * optional parameter for applying the target scene.
1364
+ *
1365
+ * Note that the (target) scene's lighting and environment must be configured before calling this method.
1366
+ *
1367
+ * @param {Object3D} scene - The scene or another type of 3D object to precompile.
1368
+ * @param {Camera} camera - The camera.
1369
+ * @param {?Scene} [targetScene=null] - The target scene.
1370
+ * @return {Set<Material>} The precompiled materials.
1371
+ */
1372
+ this.compile = function ( scene, camera, targetScene = null ) {
1373
+
1374
+ if ( targetScene === null ) targetScene = scene;
1375
+
1376
+ currentRenderState = renderStates.get( targetScene );
1377
+ currentRenderState.init( camera );
1378
+
1379
+ renderStateStack.push( currentRenderState );
1380
+
1381
+ // gather lights from both the target scene and the new object that will be added to the scene.
1382
+
1383
+ targetScene.traverseVisible( function ( object ) {
1384
+
1385
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
1386
+
1387
+ currentRenderState.pushLight( object );
1388
+
1389
+ if ( object.castShadow ) {
1390
+
1391
+ currentRenderState.pushShadow( object );
1392
+
1393
+ }
1394
+
1395
+ }
1396
+
1397
+ } );
1398
+
1399
+ if ( scene !== targetScene ) {
1400
+
1401
+ scene.traverseVisible( function ( object ) {
1402
+
1403
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
1404
+
1405
+ currentRenderState.pushLight( object );
1406
+
1407
+ if ( object.castShadow ) {
1408
+
1409
+ currentRenderState.pushShadow( object );
1410
+
1411
+ }
1412
+
1413
+ }
1414
+
1415
+ } );
1416
+
1417
+ }
1418
+
1419
+ currentRenderState.setupLights();
1420
+
1421
+ // Only initialize materials in the new scene, not the targetScene.
1422
+
1423
+ const materials = new Set();
1424
+
1425
+ scene.traverse( function ( object ) {
1426
+
1427
+ if ( ! ( object.isMesh || object.isPoints || object.isLine || object.isSprite ) ) {
1428
+
1429
+ return;
1430
+
1431
+ }
1432
+
1433
+ const material = object.material;
1434
+
1435
+ if ( material ) {
1436
+
1437
+ if ( Array.isArray( material ) ) {
1438
+
1439
+ for ( let i = 0; i < material.length; i ++ ) {
1440
+
1441
+ const material2 = material[ i ];
1442
+
1443
+ prepareMaterial( material2, targetScene, object );
1444
+ materials.add( material2 );
1445
+
1446
+ }
1447
+
1448
+ } else {
1449
+
1450
+ prepareMaterial( material, targetScene, object );
1451
+ materials.add( material );
1452
+
1453
+ }
1454
+
1455
+ }
1456
+
1457
+ } );
1458
+
1459
+ currentRenderState = renderStateStack.pop();
1460
+
1461
+ return materials;
1462
+
1463
+ };
1464
+
1465
+ // compileAsync
1466
+
1467
+ /**
1468
+ * Asynchronous version of {@link WebGLRenderer#compile}.
1469
+ *
1470
+ * This method makes use of the `KHR_parallel_shader_compile` WebGL extension. Hence,
1471
+ * it is recommended to use this version of `compile()` whenever possible.
1472
+ *
1473
+ * @async
1474
+ * @param {Object3D} scene - The scene or another type of 3D object to precompile.
1475
+ * @param {Camera} camera - The camera.
1476
+ * @param {?Scene} [targetScene=null] - The target scene.
1477
+ * @return {Promise} A Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation.
1478
+ */
1479
+ this.compileAsync = function ( scene, camera, targetScene = null ) {
1480
+
1481
+ const materials = this.compile( scene, camera, targetScene );
1482
+
1483
+ // Wait for all the materials in the new object to indicate that they're
1484
+ // ready to be used before resolving the promise.
1485
+
1486
+ return new Promise( ( resolve ) => {
1487
+
1488
+ function checkMaterialsReady() {
1489
+
1490
+ materials.forEach( function ( material ) {
1491
+
1492
+ const materialProperties = properties.get( material );
1493
+ const program = materialProperties.currentProgram;
1494
+
1495
+ if ( program.isReady() ) {
1496
+
1497
+ // remove any programs that report they're ready to use from the list
1498
+ materials.delete( material );
1499
+
1500
+ }
1501
+
1502
+ } );
1503
+
1504
+ // once the list of compiling materials is empty, call the callback
1505
+
1506
+ if ( materials.size === 0 ) {
1507
+
1508
+ resolve( scene );
1509
+ return;
1510
+
1511
+ }
1512
+
1513
+ // if some materials are still not ready, wait a bit and check again
1514
+
1515
+ setTimeout( checkMaterialsReady, 10 );
1516
+
1517
+ }
1518
+
1519
+ if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
1520
+
1521
+ // If we can check the compilation status of the materials without
1522
+ // blocking then do so right away.
1523
+
1524
+ checkMaterialsReady();
1525
+
1526
+ } else {
1527
+
1528
+ // Otherwise start by waiting a bit to give the materials we just
1529
+ // initialized a chance to finish.
1530
+
1531
+ setTimeout( checkMaterialsReady, 10 );
1532
+
1533
+ }
1534
+
1535
+ } );
1536
+
1537
+ };
1538
+
1539
+ // Animation Loop
1540
+
1541
+ let onAnimationFrameCallback = null;
1542
+
1543
+ function onAnimationFrame( time ) {
1544
+
1545
+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1546
+
1547
+ }
1548
+
1549
+ function onXRSessionStart() {
1550
+
1551
+ animation.stop();
1552
+
1553
+ }
1554
+
1555
+ function onXRSessionEnd() {
1556
+
1557
+ animation.start();
1558
+
1559
+ }
1560
+
1561
+ const animation = new WebGLAnimation();
1562
+ animation.setAnimationLoop( onAnimationFrame );
1563
+
1564
+ if ( typeof self !== 'undefined' ) animation.setContext( self );
1565
+
1566
+ /**
1567
+ * Applications are advised to always define the animation loop
1568
+ * with this method and not manually with `requestAnimationFrame()`
1569
+ * for best compatibility.
1570
+ *
1571
+ * @param {?onAnimationCallback} callback - The application's animation loop.
1572
+ */
1573
+ this.setAnimationLoop = function ( callback ) {
1574
+
1575
+ onAnimationFrameCallback = callback;
1576
+ xr.setAnimationLoop( callback );
1577
+
1578
+ ( callback === null ) ? animation.stop() : animation.start();
1579
+
1580
+ };
1581
+
1582
+ xr.addEventListener( 'sessionstart', onXRSessionStart );
1583
+ xr.addEventListener( 'sessionend', onXRSessionEnd );
1584
+
1585
+ // Rendering
1586
+
1587
+ /**
1588
+ * Renders the given scene (or other type of 3D object) using the given camera.
1589
+ *
1590
+ * The render is done to a previously specified render target set by calling {@link WebGLRenderer#setRenderTarget}
1591
+ * or to the canvas as usual.
1592
+ *
1593
+ * By default render buffers are cleared before rendering but you can prevent
1594
+ * this by setting the property `autoClear` to `false`. If you want to prevent
1595
+ * only certain buffers being cleared you can `autoClearColor`, `autoClearDepth`
1596
+ * or `autoClearStencil` to `false`. To force a clear, use {@link WebGLRenderer#clear}.
1597
+ *
1598
+ * @param {Object3D} scene - The scene to render.
1599
+ * @param {Camera} camera - The camera.
1600
+ */
1601
+ this.render = function ( scene, camera ) {
1602
+
1603
+ if ( camera !== undefined && camera.isCamera !== true ) {
1604
+
1605
+ error( 'WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
1606
+ return;
1607
+
1608
+ }
1609
+
1610
+ if ( _isContextLost === true ) return;
1611
+
1612
+ // update node builder if available
1613
+ if ( _nodesHandler !== null ) {
1614
+
1615
+ _nodesHandler.renderStart( scene, camera );
1616
+
1617
+ }
1618
+
1619
+ // use internal render target for HalfFloatType color buffer (only when tone mapping is enabled)
1620
+
1621
+ const isXRPresenting = xr.enabled === true && xr.isPresenting === true;
1622
+
1623
+ const useOutput = output !== null && ( _currentRenderTarget === null || isXRPresenting ) && output.begin( _this, _currentRenderTarget );
1624
+
1625
+ // update scene graph
1626
+
1627
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
1628
+
1629
+ // update camera matrices and frustum
1630
+
1631
+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
1632
+
1633
+ if ( xr.enabled === true && xr.isPresenting === true && ( output === null || output.isCompositing() === false ) ) {
1634
+
1635
+ if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
1636
+
1637
+ camera = xr.getCamera(); // use XR camera for rendering
1638
+
1639
+ }
1640
+
1641
+ //
1642
+ if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
1643
+
1644
+ currentRenderState = renderStates.get( scene, renderStateStack.length );
1645
+ currentRenderState.init( camera );
1646
+
1647
+ currentRenderState.state.textureUnits = textures.getTextureUnits();
1648
+ renderStateStack.push( currentRenderState );
1649
+
1650
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1651
+ _frustum.setFromProjectionMatrix( _projScreenMatrix, WebGLCoordinateSystem, camera.reversedDepth );
1652
+
1653
+ _localClippingEnabled = this.localClippingEnabled;
1654
+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
1655
+
1656
+ currentRenderList = renderLists.get( scene, renderListStack.length );
1657
+ currentRenderList.init();
1658
+
1659
+ renderListStack.push( currentRenderList );
1660
+
1661
+ if ( xr.enabled === true && xr.isPresenting === true ) {
1662
+
1663
+ const depthSensingMesh = _this.xr.getDepthSensingMesh();
1664
+
1665
+ if ( depthSensingMesh !== null ) {
1666
+
1667
+ projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects );
1668
+
1669
+ }
1670
+
1671
+ }
1672
+
1673
+ projectObject( scene, camera, 0, _this.sortObjects );
1674
+
1675
+ currentRenderList.finish();
1676
+
1677
+ if ( _this.sortObjects === true ) {
1678
+
1679
+ currentRenderList.sort( _opaqueSort, _transparentSort );
1680
+
1681
+ }
1682
+
1683
+ _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
1684
+ if ( _renderBackground ) {
1685
+
1686
+ background.addToRenderList( currentRenderList, scene );
1687
+
1688
+ }
1689
+
1690
+ //
1691
+
1692
+ this.info.render.frame ++;
1693
+
1694
+ if ( _clippingEnabled === true ) clipping.beginShadows();
1695
+
1696
+ const shadowsArray = currentRenderState.state.shadowsArray;
1697
+
1698
+ shadowMap.render( shadowsArray, scene, camera );
1699
+
1700
+ if ( _clippingEnabled === true ) clipping.endShadows();
1701
+
1702
+ //
1703
+
1704
+ if ( this.info.autoReset === true ) this.info.reset();
1705
+
1706
+ // render scene (skip if first effect is a render pass - it will render the scene itself)
1707
+
1708
+ const skipSceneRender = useOutput && output.hasRenderPass();
1709
+
1710
+ if ( skipSceneRender === false ) {
1711
+
1712
+ const opaqueObjects = currentRenderList.opaque;
1713
+ const transmissiveObjects = currentRenderList.transmissive;
1714
+
1715
+ currentRenderState.setupLights();
1716
+
1717
+ if ( camera.isArrayCamera ) {
1718
+
1719
+ const cameras = camera.cameras;
1720
+
1721
+ if ( transmissiveObjects.length > 0 ) {
1722
+
1723
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1724
+
1725
+ const camera2 = cameras[ i ];
1726
+
1727
+ renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );
1728
+
1729
+ }
1730
+
1731
+ }
1732
+
1733
+ if ( _renderBackground ) background.render( scene );
1734
+
1735
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1736
+
1737
+ const camera2 = cameras[ i ];
1738
+
1739
+ renderScene( currentRenderList, scene, camera2, camera2.viewport );
1740
+
1741
+ }
1742
+
1743
+ } else {
1744
+
1745
+ if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
1746
+
1747
+ if ( _renderBackground ) background.render( scene );
1748
+
1749
+ renderScene( currentRenderList, scene, camera );
1750
+
1751
+ }
1752
+
1753
+ }
1754
+
1755
+ //
1756
+
1757
+ if ( _currentRenderTarget !== null && _currentActiveMipmapLevel === 0 ) {
1758
+
1759
+ // resolve multisample renderbuffers to a single-sample texture if necessary
1760
+
1761
+ textures.updateMultisampleRenderTarget( _currentRenderTarget );
1762
+
1763
+ // Generate mipmap if we're using any kind of mipmap filtering
1764
+
1765
+ textures.updateRenderTargetMipmap( _currentRenderTarget );
1766
+
1767
+ }
1768
+
1769
+ // copy from internal render target to canvas using fullscreen quad
1770
+
1771
+ if ( useOutput ) {
1772
+
1773
+ output.end( _this );
1774
+
1775
+ }
1776
+
1777
+ //
1778
+
1779
+ if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
1780
+
1781
+ // _gl.finish();
1782
+
1783
+ bindingStates.resetDefaultState();
1784
+ _currentMaterialId = - 1;
1785
+ _currentCamera = null;
1786
+
1787
+ renderStateStack.pop();
1788
+
1789
+ if ( renderStateStack.length > 0 ) {
1790
+
1791
+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
1792
+
1793
+ textures.setTextureUnits( currentRenderState.state.textureUnits );
1794
+
1795
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );
1796
+
1797
+ } else {
1798
+
1799
+ currentRenderState = null;
1800
+
1801
+ }
1802
+
1803
+ renderListStack.pop();
1804
+
1805
+ if ( renderListStack.length > 0 ) {
1806
+
1807
+ currentRenderList = renderListStack[ renderListStack.length - 1 ];
1808
+
1809
+ } else {
1810
+
1811
+ currentRenderList = null;
1812
+
1813
+ }
1814
+
1815
+ if ( _nodesHandler !== null ) {
1816
+
1817
+ _nodesHandler.renderEnd();
1818
+
1819
+ }
1820
+
1821
+ };
1822
+
1823
+ function projectObject( object, camera, groupOrder, sortObjects ) {
1824
+
1825
+ if ( object.visible === false ) return;
1826
+
1827
+ const visible = object.layers.test( camera.layers );
1828
+
1829
+ if ( visible ) {
1830
+
1831
+ if ( object.isGroup ) {
1832
+
1833
+ groupOrder = object.renderOrder;
1834
+
1835
+ } else if ( object.isLOD ) {
1836
+
1837
+ if ( object.autoUpdate === true ) object.update( camera );
1838
+
1839
+ } else if ( object.isLightProbeGrid ) {
1840
+
1841
+ currentRenderState.pushLightProbeGrid( object );
1842
+
1843
+ } else if ( object.isLight ) {
1844
+
1845
+ currentRenderState.pushLight( object );
1846
+
1847
+ if ( object.castShadow ) {
1848
+
1849
+ currentRenderState.pushShadow( object );
1850
+
1851
+ }
1852
+
1853
+ } else if ( object.isSprite ) {
1854
+
1855
+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1856
+
1857
+ if ( sortObjects ) {
1858
+
1859
+ _vector4.setFromMatrixPosition( object.matrixWorld )
1860
+ .applyMatrix4( _projScreenMatrix );
1861
+
1862
+ }
1863
+
1864
+ const geometry = objects.update( object );
1865
+ const material = object.material;
1866
+
1867
+ if ( material.visible ) {
1868
+
1869
+ currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
1870
+
1871
+ }
1872
+
1873
+ }
1874
+
1875
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
1876
+
1877
+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1878
+
1879
+ const geometry = objects.update( object );
1880
+ const material = object.material;
1881
+
1882
+ if ( sortObjects ) {
1883
+
1884
+ if ( object.boundingSphere !== undefined ) {
1885
+
1886
+ if ( object.boundingSphere === null ) object.computeBoundingSphere();
1887
+ _vector4.copy( object.boundingSphere.center );
1888
+
1889
+ } else {
1890
+
1891
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
1892
+ _vector4.copy( geometry.boundingSphere.center );
1893
+
1894
+ }
1895
+
1896
+ _vector4
1897
+ .applyMatrix4( object.matrixWorld )
1898
+ .applyMatrix4( _projScreenMatrix );
1899
+
1900
+ }
1901
+
1902
+ if ( Array.isArray( material ) ) {
1903
+
1904
+ const groups = geometry.groups;
1905
+
1906
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
1907
+
1908
+ const group = groups[ i ];
1909
+ const groupMaterial = material[ group.materialIndex ];
1910
+
1911
+ if ( groupMaterial && groupMaterial.visible ) {
1912
+
1913
+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );
1914
+
1915
+ }
1916
+
1917
+ }
1918
+
1919
+ } else if ( material.visible ) {
1920
+
1921
+ currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
1922
+
1923
+ }
1924
+
1925
+ }
1926
+
1927
+ }
1928
+
1929
+ }
1930
+
1931
+ const children = object.children;
1932
+
1933
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
1934
+
1935
+ projectObject( children[ i ], camera, groupOrder, sortObjects );
1936
+
1937
+ }
1938
+
1939
+ }
1940
+
1941
+ function renderScene( currentRenderList, scene, camera, viewport ) {
1942
+
1943
+ const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList;
1944
+
1945
+ currentRenderState.setupLightsView( camera );
1946
+
1947
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
1948
+
1949
+ if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
1950
+
1951
+ if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
1952
+ if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
1953
+ if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
1954
+
1955
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
1956
+
1957
+ state.buffers.depth.setTest( true );
1958
+ state.buffers.depth.setMask( true );
1959
+ state.buffers.color.setMask( true );
1960
+
1961
+ state.setPolygonOffset( false );
1962
+
1963
+ }
1964
+
1965
+ function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
1966
+
1967
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1968
+
1969
+ if ( overrideMaterial !== null ) {
1970
+
1971
+ return;
1972
+
1973
+ }
1974
+
1975
+ if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {
1976
+
1977
+ const hasHalfFloatSupport = extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' );
1978
+
1979
+ currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {
1980
+ generateMipmaps: true,
1981
+ type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType,
1982
+ minFilter: LinearMipmapLinearFilter,
1983
+ samples: Math.max( 4, capabilities.samples ), // to avoid feedback loops, the transmission render target requires a resolve, see #26177
1984
+ stencilBuffer: stencil,
1985
+ resolveDepthBuffer: false,
1986
+ resolveStencilBuffer: false,
1987
+ colorSpace: ColorManagement.workingColorSpace,
1988
+ } );
1989
+
1990
+ // debug
1991
+
1992
+ /*
1993
+ const geometry = new PlaneGeometry();
1994
+ const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
1995
+
1996
+ const mesh = new Mesh( geometry, material );
1997
+ scene.add( mesh );
1998
+ */
1999
+
2000
+ }
2001
+
2002
+ const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];
2003
+
2004
+ const activeViewport = camera.viewport || _currentViewport;
2005
+ transmissionRenderTarget.setSize( activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale );
2006
+
2007
+ //
2008
+
2009
+ const currentRenderTarget = _this.getRenderTarget();
2010
+ const currentActiveCubeFace = _this.getActiveCubeFace();
2011
+ const currentActiveMipmapLevel = _this.getActiveMipmapLevel();
2012
+
2013
+ _this.setRenderTarget( transmissionRenderTarget );
2014
+
2015
+ _this.getClearColor( _currentClearColor );
2016
+ _currentClearAlpha = _this.getClearAlpha();
2017
+ if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
2018
+
2019
+ _this.clear();
2020
+
2021
+ if ( _renderBackground ) background.render( scene );
2022
+
2023
+ // Turn off the features which can affect the frag color for opaque objects pass.
2024
+ // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
2025
+ const currentToneMapping = _this.toneMapping;
2026
+ _this.toneMapping = NoToneMapping;
2027
+
2028
+ // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).
2029
+ // Transmission render pass requires viewport to match the transmissionRenderTarget.
2030
+ const currentCameraViewport = camera.viewport;
2031
+ if ( camera.viewport !== undefined ) camera.viewport = undefined;
2032
+
2033
+ currentRenderState.setupLightsView( camera );
2034
+
2035
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
2036
+
2037
+ renderObjects( opaqueObjects, scene, camera );
2038
+
2039
+ textures.updateMultisampleRenderTarget( transmissionRenderTarget );
2040
+ textures.updateRenderTargetMipmap( transmissionRenderTarget );
2041
+
2042
+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131
2043
+
2044
+ let renderTargetNeedsUpdate = false;
2045
+
2046
+ for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
2047
+
2048
+ const renderItem = transmissiveObjects[ i ];
2049
+
2050
+ const { object, geometry, material, group } = renderItem;
2051
+
2052
+ if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
2053
+
2054
+ const currentSide = material.side;
2055
+
2056
+ material.side = BackSide;
2057
+ material.needsUpdate = true;
2058
+
2059
+ renderObject( object, scene, camera, geometry, material, group );
2060
+
2061
+ material.side = currentSide;
2062
+ material.needsUpdate = true;
2063
+
2064
+ renderTargetNeedsUpdate = true;
2065
+
2066
+ }
2067
+
2068
+ }
2069
+
2070
+ if ( renderTargetNeedsUpdate === true ) {
2071
+
2072
+ textures.updateMultisampleRenderTarget( transmissionRenderTarget );
2073
+ textures.updateRenderTargetMipmap( transmissionRenderTarget );
2074
+
2075
+ }
2076
+
2077
+ }
2078
+
2079
+ _this.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
2080
+
2081
+ _this.setClearColor( _currentClearColor, _currentClearAlpha );
2082
+
2083
+ if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;
2084
+
2085
+ _this.toneMapping = currentToneMapping;
2086
+
2087
+ }
2088
+
2089
+ function renderObjects( renderList, scene, camera ) {
2090
+
2091
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
2092
+
2093
+ for ( let i = 0, l = renderList.length; i < l; i ++ ) {
2094
+
2095
+ const renderItem = renderList[ i ];
2096
+
2097
+ const { object, geometry, group } = renderItem;
2098
+ let material = renderItem.material;
2099
+
2100
+ if ( material.allowOverride === true && overrideMaterial !== null ) {
2101
+
2102
+ material = overrideMaterial;
2103
+
2104
+ }
2105
+
2106
+ if ( object.layers.test( camera.layers ) ) {
2107
+
2108
+ renderObject( object, scene, camera, geometry, material, group );
2109
+
2110
+ }
2111
+
2112
+ }
2113
+
2114
+ }
2115
+
2116
+ function renderObject( object, scene, camera, geometry, material, group ) {
2117
+
2118
+ object.onBeforeRender( _this, scene, camera, geometry, material, group );
2119
+
2120
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
2121
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
2122
+
2123
+ material.onBeforeRender( _this, scene, camera, geometry, object, group );
2124
+
2125
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
2126
+
2127
+ material.side = BackSide;
2128
+ material.needsUpdate = true;
2129
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
2130
+
2131
+ material.side = FrontSide;
2132
+ material.needsUpdate = true;
2133
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
2134
+
2135
+ material.side = DoubleSide;
2136
+
2137
+ } else {
2138
+
2139
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
2140
+
2141
+ }
2142
+
2143
+ object.onAfterRender( _this, scene, camera, geometry, material, group );
2144
+
2145
+ }
2146
+
2147
+ function getProgram( material, scene, object ) {
2148
+
2149
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
2150
+
2151
+ const materialProperties = properties.get( material );
2152
+
2153
+ const lights = currentRenderState.state.lights;
2154
+ const shadowsArray = currentRenderState.state.shadowsArray;
2155
+
2156
+ const lightsStateVersion = lights.state.version;
2157
+
2158
+ const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object, currentRenderState.state.lightProbeGridArray );
2159
+ const programCacheKey = programCache.getProgramCacheKey( parameters );
2160
+
2161
+ let programs = materialProperties.programs;
2162
+
2163
+ // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
2164
+
2165
+ materialProperties.environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
2166
+ materialProperties.fog = scene.fog;
2167
+
2168
+ const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
2169
+ materialProperties.envMap = environments.get( material.envMap || materialProperties.environment, usePMREM );
2170
+ materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
2171
+
2172
+ if ( programs === undefined ) {
2173
+
2174
+ // new material
2175
+
2176
+ material.addEventListener( 'dispose', onMaterialDispose );
2177
+
2178
+ programs = new Map();
2179
+ materialProperties.programs = programs;
2180
+
2181
+ }
2182
+
2183
+ let program = programs.get( programCacheKey );
2184
+
2185
+ if ( program !== undefined ) {
2186
+
2187
+ // early out if program and light state is identical
2188
+
2189
+ if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
2190
+
2191
+ updateCommonMaterialProperties( material, parameters );
2192
+
2193
+ return program;
2194
+
2195
+ }
2196
+
2197
+ } else {
2198
+
2199
+ parameters.uniforms = programCache.getUniforms( material );
2200
+
2201
+ // Use node builder for node materials if available
2202
+ if ( _nodesHandler !== null && material.isNodeMaterial ) {
2203
+
2204
+ _nodesHandler.build( material, object, parameters );
2205
+
2206
+ }
2207
+
2208
+ material.onBeforeCompile( parameters, _this );
2209
+
2210
+ program = programCache.acquireProgram( parameters, programCacheKey );
2211
+ programs.set( programCacheKey, program );
2212
+
2213
+ materialProperties.uniforms = parameters.uniforms;
2214
+
2215
+ }
2216
+
2217
+ const uniforms = materialProperties.uniforms;
2218
+
2219
+ if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
2220
+
2221
+ uniforms.clippingPlanes = clipping.uniform;
2222
+
2223
+ }
2224
+
2225
+ updateCommonMaterialProperties( material, parameters );
2226
+
2227
+ // store the light setup it was created for
2228
+
2229
+ materialProperties.needsLights = materialNeedsLights( material );
2230
+ materialProperties.lightsStateVersion = lightsStateVersion;
2231
+
2232
+ if ( materialProperties.needsLights ) {
2233
+
2234
+ // wire up the material to this renderer's lighting state
2235
+
2236
+ uniforms.ambientLightColor.value = lights.state.ambient;
2237
+ uniforms.lightProbe.value = lights.state.probe;
2238
+ uniforms.directionalLights.value = lights.state.directional;
2239
+ uniforms.directionalLightShadows.value = lights.state.directionalShadow;
2240
+ uniforms.spotLights.value = lights.state.spot;
2241
+ uniforms.spotLightShadows.value = lights.state.spotShadow;
2242
+ uniforms.rectAreaLights.value = lights.state.rectArea;
2243
+ uniforms.ltc_1.value = lights.state.rectAreaLTC1;
2244
+ uniforms.ltc_2.value = lights.state.rectAreaLTC2;
2245
+ uniforms.pointLights.value = lights.state.point;
2246
+ uniforms.pointLightShadows.value = lights.state.pointShadow;
2247
+ uniforms.hemisphereLights.value = lights.state.hemi;
2248
+
2249
+ uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
2250
+ uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
2251
+ uniforms.spotLightMap.value = lights.state.spotLightMap;
2252
+ uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
2253
+ // TODO (abelnation): add area lights shadow info to uniforms
2254
+
2255
+ }
2256
+
2257
+ materialProperties.lightProbeGrid = currentRenderState.state.lightProbeGridArray.length > 0;
2258
+
2259
+ materialProperties.currentProgram = program;
2260
+ materialProperties.uniformsList = null;
2261
+
2262
+ return program;
2263
+
2264
+ }
2265
+
2266
+ function getUniformList( materialProperties ) {
2267
+
2268
+ if ( materialProperties.uniformsList === null ) {
2269
+
2270
+ const progUniforms = materialProperties.currentProgram.getUniforms();
2271
+ materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
2272
+
2273
+ }
2274
+
2275
+ return materialProperties.uniformsList;
2276
+
2277
+ }
2278
+
2279
+ function updateCommonMaterialProperties( material, parameters ) {
2280
+
2281
+ const materialProperties = properties.get( material );
2282
+
2283
+ materialProperties.outputColorSpace = parameters.outputColorSpace;
2284
+ materialProperties.batching = parameters.batching;
2285
+ materialProperties.batchingColor = parameters.batchingColor;
2286
+ materialProperties.instancing = parameters.instancing;
2287
+ materialProperties.instancingColor = parameters.instancingColor;
2288
+ materialProperties.instancingMorph = parameters.instancingMorph;
2289
+ materialProperties.skinning = parameters.skinning;
2290
+ materialProperties.morphTargets = parameters.morphTargets;
2291
+ materialProperties.morphNormals = parameters.morphNormals;
2292
+ materialProperties.morphColors = parameters.morphColors;
2293
+ materialProperties.morphTargetsCount = parameters.morphTargetsCount;
2294
+ materialProperties.numClippingPlanes = parameters.numClippingPlanes;
2295
+ materialProperties.numIntersection = parameters.numClipIntersection;
2296
+ materialProperties.vertexAlphas = parameters.vertexAlphas;
2297
+ materialProperties.vertexTangents = parameters.vertexTangents;
2298
+ materialProperties.toneMapping = parameters.toneMapping;
2299
+
2300
+ }
2301
+
2302
+ function findLightProbeGrid( volumes, object ) {
2303
+
2304
+ if ( volumes.length === 0 ) return null;
2305
+
2306
+ if ( volumes.length === 1 ) {
2307
+
2308
+ return volumes[ 0 ].texture !== null ? volumes[ 0 ] : null;
2309
+
2310
+ }
2311
+
2312
+ objectPosition.setFromMatrixPosition( object.matrixWorld );
2313
+
2314
+ for ( let i = 0, l = volumes.length; i < l; i ++ ) {
2315
+
2316
+ const v = volumes[ i ];
2317
+
2318
+ if ( v.texture !== null && v.boundingBox.containsPoint( objectPosition ) ) return v;
2319
+
2320
+ }
2321
+
2322
+ return null;
2323
+
2324
+ }
2325
+
2326
+ function setProgram( camera, scene, geometry, material, object ) {
2327
+
2328
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
2329
+
2330
+ textures.resetTextureUnits();
2331
+
2332
+ const fog = scene.fog;
2333
+ const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
2334
+ const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace );
2335
+ const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
2336
+ const envMap = environments.get( material.envMap || environment, usePMREM );
2337
+ const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
2338
+ const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
2339
+ const morphTargets = !! geometry.morphAttributes.position;
2340
+ const morphNormals = !! geometry.morphAttributes.normal;
2341
+ const morphColors = !! geometry.morphAttributes.color;
2342
+
2343
+ let toneMapping = NoToneMapping;
2344
+
2345
+ if ( material.toneMapped ) {
2346
+
2347
+ if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
2348
+
2349
+ toneMapping = _this.toneMapping;
2350
+
2351
+ }
2352
+
2353
+ }
2354
+
2355
+ const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
2356
+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
2357
+
2358
+ const materialProperties = properties.get( material );
2359
+ const lights = currentRenderState.state.lights;
2360
+
2361
+ if ( _clippingEnabled === true ) {
2362
+
2363
+ if ( _localClippingEnabled === true || camera !== _currentCamera ) {
2364
+
2365
+ const useCache =
2366
+ camera === _currentCamera &&
2367
+ material.id === _currentMaterialId;
2368
+
2369
+ // we might want to call this function with some ClippingGroup
2370
+ // object instead of the material, once it becomes feasible
2371
+ // (#8465, #8379)
2372
+ clipping.setState( material, camera, useCache );
2373
+
2374
+ }
2375
+
2376
+ }
2377
+
2378
+ //
2379
+
2380
+ let needsProgramChange = false;
2381
+
2382
+ if ( material.version === materialProperties.__version ) {
2383
+
2384
+ if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
2385
+
2386
+ needsProgramChange = true;
2387
+
2388
+ } else if ( materialProperties.outputColorSpace !== colorSpace ) {
2389
+
2390
+ needsProgramChange = true;
2391
+
2392
+ } else if ( object.isBatchedMesh && materialProperties.batching === false ) {
2393
+
2394
+ needsProgramChange = true;
2395
+
2396
+ } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
2397
+
2398
+ needsProgramChange = true;
2399
+
2400
+ } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {
2401
+
2402
+ needsProgramChange = true;
2403
+
2404
+ } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {
2405
+
2406
+ needsProgramChange = true;
2407
+
2408
+ } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
2409
+
2410
+ needsProgramChange = true;
2411
+
2412
+ } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
2413
+
2414
+ needsProgramChange = true;
2415
+
2416
+ } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
2417
+
2418
+ needsProgramChange = true;
2419
+
2420
+ } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
2421
+
2422
+ needsProgramChange = true;
2423
+
2424
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
2425
+
2426
+ needsProgramChange = true;
2427
+
2428
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
2429
+
2430
+ needsProgramChange = true;
2431
+
2432
+ } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {
2433
+
2434
+ needsProgramChange = true;
2435
+
2436
+ } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {
2437
+
2438
+ needsProgramChange = true;
2439
+
2440
+ } else if ( materialProperties.envMap !== envMap ) {
2441
+
2442
+ needsProgramChange = true;
2443
+
2444
+ } else if ( material.fog === true && materialProperties.fog !== fog ) {
2445
+
2446
+ needsProgramChange = true;
2447
+
2448
+ } else if ( materialProperties.numClippingPlanes !== undefined &&
2449
+ ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
2450
+ materialProperties.numIntersection !== clipping.numIntersection ) ) {
2451
+
2452
+ needsProgramChange = true;
2453
+
2454
+ } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
2455
+
2456
+ needsProgramChange = true;
2457
+
2458
+ } else if ( materialProperties.vertexTangents !== vertexTangents ) {
2459
+
2460
+ needsProgramChange = true;
2461
+
2462
+ } else if ( materialProperties.morphTargets !== morphTargets ) {
2463
+
2464
+ needsProgramChange = true;
2465
+
2466
+ } else if ( materialProperties.morphNormals !== morphNormals ) {
2467
+
2468
+ needsProgramChange = true;
2469
+
2470
+ } else if ( materialProperties.morphColors !== morphColors ) {
2471
+
2472
+ needsProgramChange = true;
2473
+
2474
+ } else if ( materialProperties.toneMapping !== toneMapping ) {
2475
+
2476
+ needsProgramChange = true;
2477
+
2478
+ } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {
2479
+
2480
+ needsProgramChange = true;
2481
+
2482
+ } else if ( !! materialProperties.lightProbeGrid !== ( currentRenderState.state.lightProbeGridArray.length > 0 ) ) {
2483
+
2484
+ needsProgramChange = true;
2485
+
2486
+ }
2487
+
2488
+ } else {
2489
+
2490
+ needsProgramChange = true;
2491
+ materialProperties.__version = material.version;
2492
+
2493
+ }
2494
+
2495
+ //
2496
+
2497
+ let program = materialProperties.currentProgram;
2498
+
2499
+ if ( needsProgramChange === true ) {
2500
+
2501
+ program = getProgram( material, scene, object );
2502
+
2503
+ // notify the node builder that the program has changed so uniforms and update nodes can
2504
+ // be cached and triggered.
2505
+ if ( _nodesHandler && material.isNodeMaterial ) {
2506
+
2507
+ _nodesHandler.onUpdateProgram( material, program, materialProperties );
2508
+
2509
+ }
2510
+
2511
+ }
2512
+
2513
+ let refreshProgram = false;
2514
+ let refreshMaterial = false;
2515
+ let refreshLights = false;
2516
+
2517
+ const p_uniforms = program.getUniforms(),
2518
+ m_uniforms = materialProperties.uniforms;
2519
+
2520
+ if ( state.useProgram( program.program ) ) {
2521
+
2522
+ refreshProgram = true;
2523
+ refreshMaterial = true;
2524
+ refreshLights = true;
2525
+
2526
+ }
2527
+
2528
+ if ( material.id !== _currentMaterialId ) {
2529
+
2530
+ _currentMaterialId = material.id;
2531
+
2532
+ refreshMaterial = true;
2533
+
2534
+ }
2535
+
2536
+ if ( materialProperties.needsLights ) {
2537
+
2538
+ const objectVolume = findLightProbeGrid( currentRenderState.state.lightProbeGridArray, object );
2539
+
2540
+ if ( materialProperties.lightProbeGrid !== objectVolume ) {
2541
+
2542
+ materialProperties.lightProbeGrid = objectVolume;
2543
+ refreshMaterial = true;
2544
+
2545
+ }
2546
+
2547
+ }
2548
+
2549
+ if ( refreshProgram || _currentCamera !== camera ) {
2550
+
2551
+ // common camera uniforms
2552
+
2553
+ const reversedDepthBuffer = state.buffers.depth.getReversed();
2554
+
2555
+ if ( reversedDepthBuffer && camera.reversedDepth !== true ) {
2556
+
2557
+ camera._reversedDepth = true;
2558
+ camera.updateProjectionMatrix();
2559
+
2560
+ }
2561
+
2562
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
2563
+
2564
+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
2565
+
2566
+ const uCamPos = p_uniforms.map.cameraPosition;
2567
+
2568
+ if ( uCamPos !== undefined ) {
2569
+
2570
+ uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
2571
+
2572
+ }
2573
+
2574
+ if ( capabilities.logarithmicDepthBuffer ) {
2575
+
2576
+ p_uniforms.setValue( _gl, 'logDepthBufFC',
2577
+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2578
+
2579
+ }
2580
+
2581
+ // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
2582
+
2583
+ if ( material.isMeshPhongMaterial ||
2584
+ material.isMeshToonMaterial ||
2585
+ material.isMeshLambertMaterial ||
2586
+ material.isMeshBasicMaterial ||
2587
+ material.isMeshStandardMaterial ||
2588
+ material.isShaderMaterial ) {
2589
+
2590
+ p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
2591
+
2592
+ }
2593
+
2594
+ if ( _currentCamera !== camera ) {
2595
+
2596
+ _currentCamera = camera;
2597
+
2598
+ // lighting uniforms depend on the camera so enforce an update
2599
+ // now, in case this material supports lights - or later, when
2600
+ // the next material that does gets activated:
2601
+
2602
+ refreshMaterial = true; // set to true on material change
2603
+ refreshLights = true; // remains set until update done
2604
+
2605
+ }
2606
+
2607
+ }
2608
+
2609
+ // Pre-allocate texture units for shadow samplers before setting data textures
2610
+ if ( materialProperties.needsLights ) {
2611
+
2612
+ // Set shadow map uniforms first to ensure they get the first texture units
2613
+ if ( lights.state.directionalShadowMap.length > 0 ) {
2614
+
2615
+ p_uniforms.setValue( _gl, 'directionalShadowMap', lights.state.directionalShadowMap, textures );
2616
+
2617
+ }
2618
+
2619
+ if ( lights.state.spotShadowMap.length > 0 ) {
2620
+
2621
+ p_uniforms.setValue( _gl, 'spotShadowMap', lights.state.spotShadowMap, textures );
2622
+
2623
+ }
2624
+
2625
+ if ( lights.state.pointShadowMap.length > 0 ) {
2626
+
2627
+ p_uniforms.setValue( _gl, 'pointShadowMap', lights.state.pointShadowMap, textures );
2628
+
2629
+ }
2630
+
2631
+ }
2632
+
2633
+ // skinning and morph target uniforms must be set even if material didn't change
2634
+ // auto-setting of texture unit for bone and morph texture must go before other textures
2635
+ // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
2636
+
2637
+ if ( object.isSkinnedMesh ) {
2638
+
2639
+ p_uniforms.setOptional( _gl, object, 'bindMatrix' );
2640
+ p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
2641
+
2642
+ const skeleton = object.skeleton;
2643
+
2644
+ if ( skeleton ) {
2645
+
2646
+ if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
2647
+
2648
+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
2649
+
2650
+ }
2651
+
2652
+ }
2653
+
2654
+ if ( object.isBatchedMesh ) {
2655
+
2656
+ p_uniforms.setOptional( _gl, object, 'batchingTexture' );
2657
+ p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
2658
+
2659
+ p_uniforms.setOptional( _gl, object, 'batchingIdTexture' );
2660
+ p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );
2661
+
2662
+ p_uniforms.setOptional( _gl, object, 'batchingColorTexture' );
2663
+ if ( object._colorsTexture !== null ) {
2664
+
2665
+ p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures );
2666
+
2667
+ }
2668
+
2669
+ }
2670
+
2671
+ const morphAttributes = geometry.morphAttributes;
2672
+
2673
+ if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {
2674
+
2675
+ morphtargets.update( object, geometry, program );
2676
+
2677
+ }
2678
+
2679
+ if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
2680
+
2681
+ materialProperties.receiveShadow = object.receiveShadow;
2682
+ p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
2683
+
2684
+ }
2685
+
2686
+ if ( ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) && material.envMap === null && scene.environment !== null ) {
2687
+
2688
+ m_uniforms.envMapIntensity.value = scene.environmentIntensity;
2689
+
2690
+ }
2691
+
2692
+ // Set DFG LUT for physically-based materials
2693
+ if ( m_uniforms.dfgLUT !== undefined ) {
2694
+
2695
+ m_uniforms.dfgLUT.value = getDFGLUT();
2696
+
2697
+ }
2698
+
2699
+ if ( refreshMaterial ) {
2700
+
2701
+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
2702
+
2703
+ if ( materialProperties.needsLights ) {
2704
+
2705
+ // the current material requires lighting info
2706
+
2707
+ // note: all lighting uniforms are always set correctly
2708
+ // they simply reference the renderer's state for their
2709
+ // values
2710
+ //
2711
+ // use the current material's .needsUpdate flags to set
2712
+ // the GL state when required
2713
+
2714
+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
2715
+
2716
+ }
2717
+
2718
+ // refresh uniforms common to several materials
2719
+
2720
+ if ( fog && material.fog === true ) {
2721
+
2722
+ materials.refreshFogUniforms( m_uniforms, fog );
2723
+
2724
+ }
2725
+
2726
+ materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );
2727
+
2728
+ // light probe volume
2729
+
2730
+ if ( materialProperties.needsLights && materialProperties.lightProbeGrid ) {
2731
+
2732
+ const volume = materialProperties.lightProbeGrid;
2733
+
2734
+ m_uniforms.probesSH.value = volume.texture;
2735
+ m_uniforms.probesMin.value.copy( volume.boundingBox.min );
2736
+ m_uniforms.probesMax.value.copy( volume.boundingBox.max );
2737
+ m_uniforms.probesResolution.value.copy( volume.resolution );
2738
+
2739
+ }
2740
+
2741
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2742
+
2743
+ }
2744
+
2745
+ if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
2746
+
2747
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2748
+ material.uniformsNeedUpdate = false;
2749
+
2750
+ }
2751
+
2752
+ if ( material.isSpriteMaterial ) {
2753
+
2754
+ p_uniforms.setValue( _gl, 'center', object.center );
2755
+
2756
+ }
2757
+
2758
+ // common matrices
2759
+
2760
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
2761
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
2762
+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
2763
+
2764
+ // UBOs
2765
+
2766
+ if ( material.uniformsGroups !== undefined ) {
2767
+
2768
+ const groups = material.uniformsGroups;
2769
+
2770
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
2771
+
2772
+ const group = groups[ i ];
2773
+
2774
+ uniformsGroups.update( group, program );
2775
+ uniformsGroups.bind( group, program );
2776
+
2777
+ }
2778
+
2779
+ }
2780
+
2781
+ return program;
2782
+
2783
+ }
2784
+
2785
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
2786
+
2787
+ function markUniformsLightsNeedsUpdate( uniforms, value ) {
2788
+
2789
+ uniforms.ambientLightColor.needsUpdate = value;
2790
+ uniforms.lightProbe.needsUpdate = value;
2791
+
2792
+ uniforms.directionalLights.needsUpdate = value;
2793
+ uniforms.directionalLightShadows.needsUpdate = value;
2794
+ uniforms.pointLights.needsUpdate = value;
2795
+ uniforms.pointLightShadows.needsUpdate = value;
2796
+ uniforms.spotLights.needsUpdate = value;
2797
+ uniforms.spotLightShadows.needsUpdate = value;
2798
+ uniforms.rectAreaLights.needsUpdate = value;
2799
+ uniforms.hemisphereLights.needsUpdate = value;
2800
+
2801
+ }
2802
+
2803
+ function materialNeedsLights( material ) {
2804
+
2805
+ return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
2806
+ material.isMeshStandardMaterial || material.isShadowMaterial ||
2807
+ ( material.isShaderMaterial && material.lights === true );
2808
+
2809
+ }
2810
+
2811
+ /**
2812
+ * Returns the active cube face.
2813
+ *
2814
+ * @return {number} The active cube face.
2815
+ */
2816
+ this.getActiveCubeFace = function () {
2817
+
2818
+ return _currentActiveCubeFace;
2819
+
2820
+ };
2821
+
2822
+ /**
2823
+ * Returns the active mipmap level.
2824
+ *
2825
+ * @return {number} The active mipmap level.
2826
+ */
2827
+ this.getActiveMipmapLevel = function () {
2828
+
2829
+ return _currentActiveMipmapLevel;
2830
+
2831
+ };
2832
+
2833
+ /**
2834
+ * Returns the active render target.
2835
+ *
2836
+ * @return {?WebGLRenderTarget} The active render target. Returns `null` if no render target
2837
+ * is currently set.
2838
+ */
2839
+ this.getRenderTarget = function () {
2840
+
2841
+ return _currentRenderTarget;
2842
+
2843
+ };
2844
+
2845
+ this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
2846
+
2847
+ const renderTargetProperties = properties.get( renderTarget );
2848
+
2849
+ renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false;
2850
+ if ( renderTargetProperties.__autoAllocateDepthBuffer === false ) {
2851
+
2852
+ // The multisample_render_to_texture extension doesn't work properly if there
2853
+ // are midframe flushes and an external depth buffer. Disable use of the extension.
2854
+ renderTargetProperties.__useRenderToTexture = false;
2855
+
2856
+ }
2857
+
2858
+ properties.get( renderTarget.texture ).__webglTexture = colorTexture;
2859
+ properties.get( renderTarget.depthTexture ).__webglTexture = renderTargetProperties.__autoAllocateDepthBuffer ? undefined : depthTexture;
2860
+
2861
+ renderTargetProperties.__hasExternalTextures = true;
2862
+
2863
+ };
2864
+
2865
+ this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
2866
+
2867
+ const renderTargetProperties = properties.get( renderTarget );
2868
+ renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
2869
+ renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
2870
+
2871
+ };
2872
+
2873
+ const _scratchFrameBuffer = _gl.createFramebuffer();
2874
+
2875
+ /**
2876
+ * Sets the active rendertarget.
2877
+ *
2878
+ * @param {?WebGLRenderTarget} renderTarget - The render target to set. When `null` is given,
2879
+ * the canvas is set as the active render target instead.
2880
+ * @param {number} [activeCubeFace=0] - The active cube face when using a cube render target.
2881
+ * Indicates the z layer to render in to when using 3D or array render targets.
2882
+ * @param {number} [activeMipmapLevel=0] - The active mipmap level.
2883
+ */
2884
+ this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
2885
+
2886
+ _currentRenderTarget = renderTarget;
2887
+ _currentActiveCubeFace = activeCubeFace;
2888
+ _currentActiveMipmapLevel = activeMipmapLevel;
2889
+
2890
+ let framebuffer = null;
2891
+ let isCube = false;
2892
+ let isRenderTarget3D = false;
2893
+
2894
+ if ( renderTarget ) {
2895
+
2896
+ const renderTargetProperties = properties.get( renderTarget );
2897
+
2898
+ if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
2899
+
2900
+ // Externally-managed framebuffer (e.g. XR)
2901
+ // Bind to the stored framebuffer (may be null for default, or a WebGLFramebuffer)
2902
+ state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
2903
+
2904
+ _currentViewport.copy( renderTarget.viewport );
2905
+ _currentScissor.copy( renderTarget.scissor );
2906
+ _currentScissorTest = renderTarget.scissorTest;
2907
+
2908
+ state.viewport( _currentViewport );
2909
+ state.scissor( _currentScissor );
2910
+ state.setScissorTest( _currentScissorTest );
2911
+
2912
+ _currentMaterialId = - 1;
2913
+
2914
+ return;
2915
+
2916
+ } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
2917
+
2918
+ textures.setupRenderTarget( renderTarget );
2919
+
2920
+ } else if ( renderTargetProperties.__hasExternalTextures ) {
2921
+
2922
+ // Color and depth texture must be rebound in order for the swapchain to update.
2923
+ textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
2924
+
2925
+ } else if ( renderTarget.depthBuffer ) {
2926
+
2927
+ // check if the depth texture is already bound to the frame buffer and that it's been initialized
2928
+ const depthTexture = renderTarget.depthTexture;
2929
+ if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) {
2930
+
2931
+ // check if the depth texture is compatible
2932
+ if (
2933
+ depthTexture !== null &&
2934
+ properties.has( depthTexture ) &&
2935
+ ( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height )
2936
+ ) {
2937
+
2938
+ throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' );
2939
+
2940
+ }
2941
+
2942
+ // Swap the depth buffer to the currently attached one
2943
+ textures.setupDepthRenderbuffer( renderTarget );
2944
+
2945
+ }
2946
+
2947
+ }
2948
+
2949
+ const texture = renderTarget.texture;
2950
+
2951
+ if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2952
+
2953
+ isRenderTarget3D = true;
2954
+
2955
+ }
2956
+
2957
+ const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
2958
+
2959
+ if ( renderTarget.isWebGLCubeRenderTarget ) {
2960
+
2961
+ if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
2962
+
2963
+ framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
2964
+
2965
+ } else {
2966
+
2967
+ framebuffer = __webglFramebuffer[ activeCubeFace ];
2968
+
2969
+ }
2970
+
2971
+ isCube = true;
2972
+
2973
+ } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
2974
+
2975
+ framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
2976
+
2977
+ } else {
2978
+
2979
+ if ( Array.isArray( __webglFramebuffer ) ) {
2980
+
2981
+ framebuffer = __webglFramebuffer[ activeMipmapLevel ];
2982
+
2983
+ } else {
2984
+
2985
+ framebuffer = __webglFramebuffer;
2986
+
2987
+ }
2988
+
2989
+ }
2990
+
2991
+ _currentViewport.copy( renderTarget.viewport );
2992
+ _currentScissor.copy( renderTarget.scissor );
2993
+ _currentScissorTest = renderTarget.scissorTest;
2994
+
2995
+ } else {
2996
+
2997
+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
2998
+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2999
+ _currentScissorTest = _scissorTest;
3000
+
3001
+ }
3002
+
3003
+ // Use a scratch frame buffer if rendering to a mip level to avoid depth buffers
3004
+ // being bound that are different sizes.
3005
+ if ( activeMipmapLevel !== 0 ) {
3006
+
3007
+ framebuffer = _scratchFrameBuffer;
3008
+
3009
+ }
3010
+
3011
+ const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3012
+
3013
+ if ( framebufferBound ) {
3014
+
3015
+ state.drawBuffers( renderTarget, framebuffer );
3016
+
3017
+ }
3018
+
3019
+ state.viewport( _currentViewport );
3020
+ state.scissor( _currentScissor );
3021
+ state.setScissorTest( _currentScissorTest );
3022
+
3023
+ if ( isCube ) {
3024
+
3025
+ const textureProperties = properties.get( renderTarget.texture );
3026
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
3027
+
3028
+ } else if ( isRenderTarget3D ) {
3029
+
3030
+ const layer = activeCubeFace;
3031
+
3032
+ for ( let i = 0; i < renderTarget.textures.length; i ++ ) {
3033
+
3034
+ const textureProperties = properties.get( renderTarget.textures[ i ] );
3035
+
3036
+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer );
3037
+
3038
+ }
3039
+
3040
+ } else if ( renderTarget !== null && activeMipmapLevel !== 0 ) {
3041
+
3042
+ // Only bind the frame buffer if we are using a scratch frame buffer to render to a mipmap.
3043
+ // If we rebind the texture when using a multi sample buffer then an error about inconsistent samples will be thrown.
3044
+ const textureProperties = properties.get( renderTarget.texture );
3045
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel );
3046
+
3047
+ }
3048
+
3049
+ _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
3050
+
3051
+ };
3052
+
3053
+ /**
3054
+ * Reads the pixel data from the given render target into the given buffer.
3055
+ *
3056
+ * @param {WebGLRenderTarget} renderTarget - The render target to read from.
3057
+ * @param {number} x - The `x` coordinate of the copy region's origin.
3058
+ * @param {number} y - The `y` coordinate of the copy region's origin.
3059
+ * @param {number} width - The width of the copy region.
3060
+ * @param {number} height - The height of the copy region.
3061
+ * @param {TypedArray} buffer - The result buffer.
3062
+ * @param {number} [activeCubeFaceIndex] - The active cube face index.
3063
+ * @param {number} [textureIndex=0] - The texture index of an MRT render target.
3064
+ */
3065
+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) {
3066
+
3067
+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
3068
+
3069
+ error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
3070
+ return;
3071
+
3072
+ }
3073
+
3074
+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
3075
+
3076
+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
3077
+
3078
+ framebuffer = framebuffer[ activeCubeFaceIndex ];
3079
+
3080
+ }
3081
+
3082
+ if ( framebuffer ) {
3083
+
3084
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3085
+
3086
+ try {
3087
+
3088
+ const texture = renderTarget.textures[ textureIndex ];
3089
+ const textureFormat = texture.format;
3090
+ const textureType = texture.type;
3091
+
3092
+ // when using MRT, select the correct color buffer for the subsequent read command
3093
+
3094
+ if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
3095
+
3096
+ if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
3097
+
3098
+ error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
3099
+ return;
3100
+
3101
+ }
3102
+
3103
+ if ( ! capabilities.textureTypeReadable( textureType ) ) {
3104
+
3105
+ error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
3106
+ return;
3107
+
3108
+ }
3109
+
3110
+ // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
3111
+
3112
+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
3113
+
3114
+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
3115
+
3116
+ }
3117
+
3118
+ } finally {
3119
+
3120
+ // restore framebuffer of current render target if necessary
3121
+
3122
+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
3123
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3124
+
3125
+ }
3126
+
3127
+ }
3128
+
3129
+ };
3130
+
3131
+ /**
3132
+ * Asynchronous, non-blocking version of {@link WebGLRenderer#readRenderTargetPixels}.
3133
+ *
3134
+ * It is recommended to use this version of `readRenderTargetPixels()` whenever possible.
3135
+ *
3136
+ * @async
3137
+ * @param {WebGLRenderTarget} renderTarget - The render target to read from.
3138
+ * @param {number} x - The `x` coordinate of the copy region's origin.
3139
+ * @param {number} y - The `y` coordinate of the copy region's origin.
3140
+ * @param {number} width - The width of the copy region.
3141
+ * @param {number} height - The height of the copy region.
3142
+ * @param {TypedArray} buffer - The result buffer.
3143
+ * @param {number} [activeCubeFaceIndex] - The active cube face index.
3144
+ * @param {number} [textureIndex=0] - The texture index of an MRT render target.
3145
+ * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
3146
+ */
3147
+ this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) {
3148
+
3149
+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
3150
+
3151
+ throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
3152
+
3153
+ }
3154
+
3155
+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
3156
+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
3157
+
3158
+ framebuffer = framebuffer[ activeCubeFaceIndex ];
3159
+
3160
+ }
3161
+
3162
+ if ( framebuffer ) {
3163
+
3164
+ // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
3165
+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
3166
+
3167
+ // set the active frame buffer to the one we want to read
3168
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3169
+
3170
+ const texture = renderTarget.textures[ textureIndex ];
3171
+ const textureFormat = texture.format;
3172
+ const textureType = texture.type;
3173
+
3174
+ // when using MRT, select the correct color buffer for the subsequent read command
3175
+
3176
+ if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
3177
+
3178
+
3179
+ if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
3180
+
3181
+ throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );
3182
+
3183
+ }
3184
+
3185
+ if ( ! capabilities.textureTypeReadable( textureType ) ) {
3186
+
3187
+ throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );
3188
+
3189
+ }
3190
+
3191
+ const glBuffer = _gl.createBuffer();
3192
+ _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
3193
+ _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );
3194
+
3195
+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );
3196
+
3197
+ // reset the frame buffer to the currently set buffer before waiting
3198
+ const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
3199
+ state.bindFramebuffer( _gl.FRAMEBUFFER, currFramebuffer );
3200
+
3201
+ // check if the commands have finished every 8 ms
3202
+ const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
3203
+
3204
+ _gl.flush();
3205
+
3206
+ await probeAsync( _gl, sync, 4 );
3207
+
3208
+ // read the data and delete the buffer
3209
+ _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
3210
+ _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );
3211
+ _gl.deleteBuffer( glBuffer );
3212
+ _gl.deleteSync( sync );
3213
+
3214
+ return buffer;
3215
+
3216
+ } else {
3217
+
3218
+ throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.' );
3219
+
3220
+ }
3221
+
3222
+ }
3223
+
3224
+ };
3225
+
3226
+ /**
3227
+ * Copies pixels from the current bound framebuffer into the given texture.
3228
+ *
3229
+ * @param {FramebufferTexture} texture - The texture.
3230
+ * @param {?Vector2} [position=null] - The start position of the copy operation.
3231
+ * @param {number} [level=0] - The mip level. The default represents the base mip.
3232
+ */
3233
+ this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) {
3234
+
3235
+ const levelScale = Math.pow( 2, - level );
3236
+ const width = Math.floor( texture.image.width * levelScale );
3237
+ const height = Math.floor( texture.image.height * levelScale );
3238
+
3239
+ const x = position !== null ? position.x : 0;
3240
+ const y = position !== null ? position.y : 0;
3241
+
3242
+ textures.setTexture2D( texture, 0 );
3243
+
3244
+ _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height );
3245
+
3246
+ state.unbindTexture();
3247
+
3248
+ };
3249
+
3250
+ const _srcFramebuffer = _gl.createFramebuffer();
3251
+ const _dstFramebuffer = _gl.createFramebuffer();
3252
+
3253
+ /**
3254
+ * Copies data of the given source texture into a destination texture.
3255
+ *
3256
+ * When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized
3257
+ * {@link WebGLRenderer#initRenderTarget}.
3258
+ *
3259
+ * @param {Texture} srcTexture - The source texture.
3260
+ * @param {Texture} dstTexture - The destination texture.
3261
+ * @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
3262
+ * @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
3263
+ * @param {number} [srcLevel=0] - The source mipmap level to copy.
3264
+ * @param {?number} [dstLevel=0] - The destination mipmap level.
3265
+ */
3266
+ this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
3267
+
3268
+ // gather the necessary dimensions to copy
3269
+ let width, height, depth, minX, minY, minZ;
3270
+ let dstX, dstY, dstZ;
3271
+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image;
3272
+ if ( srcRegion !== null ) {
3273
+
3274
+ width = srcRegion.max.x - srcRegion.min.x;
3275
+ height = srcRegion.max.y - srcRegion.min.y;
3276
+ depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
3277
+ minX = srcRegion.min.x;
3278
+ minY = srcRegion.min.y;
3279
+ minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;
3280
+
3281
+ } else {
3282
+
3283
+ const levelScale = Math.pow( 2, - srcLevel );
3284
+ width = Math.floor( image.width * levelScale );
3285
+ height = Math.floor( image.height * levelScale );
3286
+ if ( srcTexture.isDataArrayTexture ) {
3287
+
3288
+ depth = image.depth;
3289
+
3290
+ } else if ( srcTexture.isData3DTexture ) {
3291
+
3292
+ depth = Math.floor( image.depth * levelScale );
3293
+
3294
+ } else {
3295
+
3296
+ depth = 1;
3297
+
3298
+ }
3299
+
3300
+ minX = 0;
3301
+ minY = 0;
3302
+ minZ = 0;
3303
+
3304
+ }
3305
+
3306
+ if ( dstPosition !== null ) {
3307
+
3308
+ dstX = dstPosition.x;
3309
+ dstY = dstPosition.y;
3310
+ dstZ = dstPosition.z;
3311
+
3312
+ } else {
3313
+
3314
+ dstX = 0;
3315
+ dstY = 0;
3316
+ dstZ = 0;
3317
+
3318
+ }
3319
+
3320
+ // Set up the destination target
3321
+ const glFormat = utils.convert( dstTexture.format );
3322
+ const glType = utils.convert( dstTexture.type );
3323
+ let glTarget;
3324
+
3325
+ if ( dstTexture.isData3DTexture ) {
3326
+
3327
+ textures.setTexture3D( dstTexture, 0 );
3328
+ glTarget = _gl.TEXTURE_3D;
3329
+
3330
+ } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
3331
+
3332
+ textures.setTexture2DArray( dstTexture, 0 );
3333
+ glTarget = _gl.TEXTURE_2D_ARRAY;
3334
+
3335
+ } else {
3336
+
3337
+ textures.setTexture2D( dstTexture, 0 );
3338
+ glTarget = _gl.TEXTURE_2D;
3339
+
3340
+ }
3341
+
3342
+ state.activeTexture( _gl.TEXTURE0 ); // see #33153
3343
+
3344
+ state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
3345
+ state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
3346
+ state.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
3347
+
3348
+ // used for copying data from cpu
3349
+ const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH );
3350
+ const currentUnpackImageHeight = state.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
3351
+ const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS );
3352
+ const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS );
3353
+ const currentUnpackSkipImages = state.getParameter( _gl.UNPACK_SKIP_IMAGES );
3354
+
3355
+ state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
3356
+ state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
3357
+ state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
3358
+ state.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
3359
+ state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );
3360
+
3361
+ // set up the src texture
3362
+ const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture;
3363
+ const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture;
3364
+ if ( srcTexture.isDepthTexture ) {
3365
+
3366
+ const srcTextureProperties = properties.get( srcTexture );
3367
+ const dstTextureProperties = properties.get( dstTexture );
3368
+ const srcRenderTargetProperties = properties.get( srcTextureProperties.__renderTarget );
3369
+ const dstRenderTargetProperties = properties.get( dstTextureProperties.__renderTarget );
3370
+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer );
3371
+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer );
3372
+
3373
+ for ( let i = 0; i < depth; i ++ ) {
3374
+
3375
+ // if the source or destination are a 3d target then a layer needs to be bound
3376
+ if ( isSrc3D ) {
3377
+
3378
+ _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, srcLevel, minZ + i );
3379
+ _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, dstLevel, dstZ + i );
3380
+
3381
+ }
3382
+
3383
+ _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST );
3384
+
3385
+ }
3386
+
3387
+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
3388
+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );
3389
+
3390
+ } else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has( srcTexture ) ) {
3391
+
3392
+ // get the appropriate frame buffers
3393
+ const srcTextureProperties = properties.get( srcTexture );
3394
+ const dstTextureProperties = properties.get( dstTexture );
3395
+
3396
+ // bind the frame buffer targets
3397
+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, _srcFramebuffer );
3398
+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, _dstFramebuffer );
3399
+
3400
+ for ( let i = 0; i < depth; i ++ ) {
3401
+
3402
+ // assign the correct layers and mip maps to the frame buffers
3403
+ if ( isSrc3D ) {
3404
+
3405
+ _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i );
3406
+
3407
+ } else {
3408
+
3409
+ _gl.framebufferTexture2D( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel );
3410
+
3411
+ }
3412
+
3413
+ if ( isDst3D ) {
3414
+
3415
+ _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i );
3416
+
3417
+ } else {
3418
+
3419
+ _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel );
3420
+
3421
+ }
3422
+
3423
+ // copy the data using the fastest function that can achieve the copy
3424
+ if ( srcLevel !== 0 ) {
3425
+
3426
+ _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST );
3427
+
3428
+ } else if ( isDst3D ) {
3429
+
3430
+ _gl.copyTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height );
3431
+
3432
+ } else {
3433
+
3434
+ _gl.copyTexSubImage2D( glTarget, dstLevel, dstX, dstY, minX, minY, width, height );
3435
+
3436
+ }
3437
+
3438
+ }
3439
+
3440
+ // unbind read, draw buffers
3441
+ state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
3442
+ state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );
3443
+
3444
+ } else {
3445
+
3446
+ if ( isDst3D ) {
3447
+
3448
+ // copy data into the 3d texture
3449
+ if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
3450
+
3451
+ _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );
3452
+
3453
+ } else if ( dstTexture.isCompressedArrayTexture ) {
3454
+
3455
+ _gl.compressedTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );
3456
+
3457
+ } else {
3458
+
3459
+ _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );
3460
+
3461
+ }
3462
+
3463
+ } else {
3464
+
3465
+ // copy data into the 2d texture
3466
+ if ( srcTexture.isDataTexture ) {
3467
+
3468
+ _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data );
3469
+
3470
+ } else if ( srcTexture.isCompressedTexture ) {
3471
+
3472
+ _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data );
3473
+
3474
+ } else {
3475
+
3476
+ _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image );
3477
+
3478
+ }
3479
+
3480
+ }
3481
+
3482
+ }
3483
+
3484
+ // reset values
3485
+ state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
3486
+ state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
3487
+ state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
3488
+ state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
3489
+ state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
3490
+
3491
+ // Generate mipmaps only when copying level 0
3492
+ if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
3493
+
3494
+ _gl.generateMipmap( glTarget );
3495
+
3496
+ }
3497
+
3498
+ state.unbindTexture();
3499
+
3500
+ };
3501
+
3502
+ /**
3503
+ * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data
3504
+ * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been
3505
+ * rendered to.
3506
+ *
3507
+ * @param {WebGLRenderTarget} target - The render target.
3508
+ */
3509
+ this.initRenderTarget = function ( target ) {
3510
+
3511
+ if ( properties.get( target ).__webglFramebuffer === undefined ) {
3512
+
3513
+ textures.setupRenderTarget( target );
3514
+
3515
+ }
3516
+
3517
+ };
3518
+
3519
+ /**
3520
+ * Initializes the given texture. Useful for preloading a texture rather than waiting until first
3521
+ * render (which can cause noticeable lags due to decode and GPU upload overhead).
3522
+ *
3523
+ * @param {Texture} texture - The texture.
3524
+ */
3525
+ this.initTexture = function ( texture ) {
3526
+
3527
+ if ( texture.isCubeTexture ) {
3528
+
3529
+ textures.setTextureCube( texture, 0 );
3530
+
3531
+ } else if ( texture.isData3DTexture ) {
3532
+
3533
+ textures.setTexture3D( texture, 0 );
3534
+
3535
+ } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
3536
+
3537
+ textures.setTexture2DArray( texture, 0 );
3538
+
3539
+ } else {
3540
+
3541
+ textures.setTexture2D( texture, 0 );
3542
+
3543
+ }
3544
+
3545
+ state.unbindTexture();
3546
+
3547
+ };
3548
+
3549
+ /**
3550
+ * Can be used to reset the internal WebGL state. This method is mostly
3551
+ * relevant for applications which share a single WebGL context across
3552
+ * multiple WebGL libraries.
3553
+ */
3554
+ this.resetState = function () {
3555
+
3556
+ _currentActiveCubeFace = 0;
3557
+ _currentActiveMipmapLevel = 0;
3558
+ _currentRenderTarget = null;
3559
+
3560
+ state.reset();
3561
+ bindingStates.reset();
3562
+
3563
+ };
3564
+
3565
+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
3566
+
3567
+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
3568
+
3569
+ }
3570
+
3571
+ }
3572
+
3573
+ /**
3574
+ * Defines the coordinate system of the renderer.
3575
+ *
3576
+ * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.
3577
+ *
3578
+ * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
3579
+ * @default WebGLCoordinateSystem
3580
+ * @readonly
3581
+ */
3582
+ get coordinateSystem() {
3583
+
3584
+ return WebGLCoordinateSystem;
3585
+
3586
+ }
3587
+
3588
+ /**
3589
+ * Defines the output color space of the renderer.
3590
+ *
3591
+ * @type {SRGBColorSpace|LinearSRGBColorSpace}
3592
+ * @default SRGBColorSpace
3593
+ */
3594
+ get outputColorSpace() {
3595
+
3596
+ return this._outputColorSpace;
3597
+
3598
+ }
3599
+
3600
+ set outputColorSpace( colorSpace ) {
3601
+
3602
+ this._outputColorSpace = colorSpace;
3603
+
3604
+ const gl = this.getContext();
3605
+ gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace( colorSpace );
3606
+ gl.unpackColorSpace = ColorManagement._getUnpackColorSpace();
3607
+
3608
+ }
3609
+
3610
+ }
3611
+
3612
+ // JSDoc
3613
+
3614
+ /**
3615
+ * WebGLRenderer options.
3616
+ *
3617
+ * @typedef {Object} WebGLRenderer~Options
3618
+ * @property {HTMLCanvasElement|OffscreenCanvas} [canvas=null] - A canvas element where the renderer draws its output. If not passed in here, a new canvas element will be created by the renderer.
3619
+ * @property {WebGL2RenderingContext} [context=null] - Can be used to attach an existing rendering context to this renderer.
3620
+ * @property {('highp'|'mediump'|'lowp')} [precision='highp'] - The default shader precision. Uses `highp` if supported by the device.
3621
+ * @property {boolean} [alpha=false] - Controls the default clear alpha value. When set to`true`, the value is `0`. Otherwise it's `1`.
3622
+ * @property {boolean} [premultipliedAlpha=true] Whether the renderer will assume colors have premultiplied alpha or not.
3623
+ * @property {boolean} [antialias=false] Whether to use the default MSAA or not.
3624
+ * @property {boolean} [stencil=false] Whether the drawing buffer has a stencil buffer of at least 8 bits or not.
3625
+ * @property {boolean} [preserveDrawingBuffer=false] Whether to preserve the buffer until manually cleared or overwritten.
3626
+ * @property {('default'|'low-power'|'high-performance')} [powerPreference='default'] Provides a hint to the user agent indicating what configuration of GPU is suitable for this WebGL context.
3627
+ * @property {boolean} [failIfMajorPerformanceCaveat=false] Whether the renderer creation will fail upon low performance is detected.
3628
+ * @property {boolean} [depth=true] Whether the drawing buffer has a depth buffer of at least 16 bits.
3629
+ * @property {boolean} [logarithmicDepthBuffer=false] Whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene.
3630
+ * Note that this setting uses `gl_FragDepth` if available which disables the Early Fragment Test optimization and can cause a decrease in performance.
3631
+ * @property {boolean} [reversedDepthBuffer=false] Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
3632
+ * This is a more faster and accurate version than logarithmic depth buffer.
3633
+ * @property {number} [outputBufferType=UnsignedByteType] Defines the type of the output buffer. Use `HalfFloatType` for HDR rendering with tone mapping and post-processing support.
3634
+ **/
3635
+
3636
+ /**
3637
+ * WebGLRenderer Capabilities.
3638
+ *
3639
+ * @typedef {Object} WebGLRenderer~Capabilities
3640
+ * @property {Function} getMaxAnisotropy - Returns the maximum available anisotropy.
3641
+ * @property {Function} getMaxPrecision - Returns the maximum available precision for vertex and fragment shaders.
3642
+ * @property {boolean} logarithmicDepthBuffer - `true` if `logarithmicDepthBuffer` was set to `true` in the constructor.
3643
+ * @property {number} maxAttributes - The number of shader attributes that can be used by the vertex shader.
3644
+ * @property {number} maxCubemapSize - Maximum height * width of cube map textures that a shader can use.
3645
+ * @property {number} maxFragmentUniforms - The number of uniforms that can be used by a fragment shader.
3646
+ * @property {number} maxSamples - Maximum number of samples in context of Multisample anti-aliasing (MSAA).
3647
+ * @property {number} maxTextures - The maximum number of textures that can be used by a shader.
3648
+ * @property {number} maxTextureSize - Maximum height * width of a texture that a shader use.
3649
+ * @property {number} maxVaryings - The number of varying vectors that can used by shaders.
3650
+ * @property {number} maxVertexTextures - The number of textures that can be used in a vertex shader.
3651
+ * @property {number} maxVertexUniforms - The maximum number of uniforms that can be used in a vertex shader.
3652
+ * @property {string} precision - The shader precision currently being used by the renderer.
3653
+ * @property {boolean} reversedDepthBuffer - `true` if `reversedDepthBuffer` was set to `true` in the constructor
3654
+ * and the rendering context supports `EXT_clip_control`.
3655
+ **/
3656
+
3657
+ /**
3658
+ * WebGLRenderer Info Memory
3659
+ *
3660
+ * @typedef {Object} WebGLRenderer~InfoMemory
3661
+ * @property {number} geometries - The number of active geometries.
3662
+ * @property {number} textures - The number of active textures.
3663
+ **/
3664
+
3665
+ /**
3666
+ * WebGLRenderer Info Render
3667
+ *
3668
+ * @typedef {Object} WebGLRenderer~InfoRender
3669
+ * @property {number} frame - The frame ID.
3670
+ * @property {number} calls - The number of draw calls per frame.
3671
+ * @property {number} triangles - The number of rendered triangles primitives per frame.
3672
+ * @property {number} points - The number of rendered points primitives per frame.
3673
+ * @property {number} lines - The number of rendered lines primitives per frame.
3674
+ **/
3675
+
3676
+ /**
3677
+ * WebGLRenderer Info
3678
+ *
3679
+ * @typedef {Object} WebGLRenderer~Info
3680
+ * @property {boolean} [autoReset=true] - Whether to automatically reset the info by the renderer or not.
3681
+ * @property {WebGLRenderer~InfoMemory} memory - Information about allocated objects.
3682
+ * @property {WebGLRenderer~InfoRender} render - Information about rendered objects.
3683
+ * @property {?Array<WebGLProgram>} programs - An array `WebGLProgram`s used for rendering.
3684
+ * @property {Function} reset - Resets the info object for the next frame.
3685
+ **/
3686
+
3687
+ /**
3688
+ * WebGLRenderer Shadow Map.
3689
+ *
3690
+ * @typedef {Object} WebGLRenderer~ShadowMap
3691
+ * @property {boolean} [enabled=false] - If set to `true`, use shadow maps in the scene.
3692
+ * @property {boolean} [autoUpdate=true] - Enables automatic updates to the shadows in the scene.
3693
+ * If you do not require dynamic lighting / shadows, you may set this to `false`.
3694
+ * @property {boolean} [needsUpdate=false] - When set to `true`, shadow maps in the scene
3695
+ * will be updated in the next `render` call.
3696
+ * @property {(BasicShadowMap|PCFShadowMap|VSMShadowMap)} [type=PCFShadowMap] - Defines the shadow map type.
3697
+ **/
3698
+
3699
+ export { WebGLRenderer };