@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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@@ -0,0 +1,3654 @@
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+ import Animation from './Animation.js';
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+ import RenderObjects from './RenderObjects.js';
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+ import Attributes from './Attributes.js';
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+ import Geometries from './Geometries.js';
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+ import Info from './Info.js';
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+ import Pipelines from './Pipelines.js';
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+ import Bindings from './Bindings.js';
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+ import RenderLists from './RenderLists.js';
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+ import RenderContexts from './RenderContexts.js';
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+ import Textures from './Textures.js';
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+ import Background from './Background.js';
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+ import NodeManager from './nodes/NodeManager.js';
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+ import Color4 from './Color4.js';
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+ import ClippingContext from './ClippingContext.js';
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+ import QuadMesh from './QuadMesh.js';
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+ import RenderBundles from './RenderBundles.js';
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+ import NodeLibrary from './nodes/NodeLibrary.js';
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+ import Lighting from './Lighting.js';
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+ import XRManager from './XRManager.js';
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+ import InspectorBase from './InspectorBase.js';
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+ import CanvasTarget from './CanvasTarget.js';
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+
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+ import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
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+
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+ import { Scene } from '../../scenes/Scene.js';
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+ import { ColorManagement } from '../../math/ColorManagement.js';
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+ import { Frustum } from '../../math/Frustum.js';
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+ import { FrustumArray } from '../../math/FrustumArray.js';
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+ import { Matrix4 } from '../../math/Matrix4.js';
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+ import { Vector2 } from '../../math/Vector2.js';
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+ import { Vector4 } from '../../math/Vector4.js';
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+ import { RenderTarget } from '../../core/RenderTarget.js';
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+ import { DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoToneMapping, LinearFilter, HalfFloatType, RGBAFormat, PCFShadowMap, VSMShadowMap } from '../../constants.js';
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+
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+ import { float, vec3, vec4, Fn } from '../../nodes/tsl/TSLCore.js';
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+ import { reference } from '../../nodes/accessors/ReferenceNode.js';
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+ import { highpModelNormalViewMatrix, highpModelViewMatrix } from '../../nodes/accessors/ModelNode.js';
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+ import { context } from '../../nodes/core/ContextNode.js';
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+ import { error, warn, warnOnce, yieldToMain } from '../../utils.js';
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+
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+ const _scene = /*@__PURE__*/ new Scene();
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+ const _drawingBufferSize = /*@__PURE__*/ new Vector2();
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+ const _screen = /*@__PURE__*/ new Vector4();
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+ const _frustum = /*@__PURE__*/ new Frustum();
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+ const _frustumArray = /*@__PURE__*/ new FrustumArray();
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+
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+ const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
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+ const _vector4 = /*@__PURE__*/ new Vector4();
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+
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+ const _shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };
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+
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+ /**
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+ * Base class for renderers.
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+ */
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+ class Renderer {
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+
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+ /**
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+ * Renderer options.
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+ *
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+ * @typedef {Object} Renderer~Options
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+ * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
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+ * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
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+ * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
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+ * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
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+ * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
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+ * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
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+ * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. This parameter can set to any other integer value than 0
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+ * to overwrite the default.
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+ * @property {?Function} [getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
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+ * @property {number} [outputBufferType=HalfFloatType] - Defines the type of output buffers. The default `HalfFloatType` is recommend for best
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+ * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
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+ * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported.
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+ */
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+
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+ /**
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+ * Constructs a new renderer.
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+ *
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+ * @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2).
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+ * @param {Renderer~Options} [parameters] - The configuration parameter.
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+
81
+ */
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+ constructor( backend, parameters = {} ) {
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+
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+ /**
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+ * This flag can be used for type testing.
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+ *
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+ * @type {boolean}
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+ * @readonly
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+ * @default true
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+ */
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+ this.isRenderer = true;
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+
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+ //
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+
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+ const {
96
+ logarithmicDepthBuffer = false,
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+ reversedDepthBuffer = false,
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+ alpha = true,
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+ depth = true,
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+ stencil = false,
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+ antialias = false,
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+ samples = 0,
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+ getFallback = null,
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+ outputBufferType = HalfFloatType,
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+ multiview = false
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+ } = parameters;
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+
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+ /**
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+ * A reference to the current backend.
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+ *
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+ * @type {Backend}
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+ */
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+ this.backend = backend;
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+
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+ /**
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+ * Whether the renderer should automatically clear the current rendering target
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+ * before execute a `render()` call. The target can be the canvas (default framebuffer)
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+ * or the current bound render target (custom framebuffer).
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+ *
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+ * @type {boolean}
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+ * @default true
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+ */
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+ this.autoClear = true;
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+
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+ /**
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+ * When `autoClear` is set to `true`, this property defines whether the renderer
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+ * should clear the color buffer.
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+ *
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+ * @type {boolean}
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+ * @default true
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+ */
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+ this.autoClearColor = true;
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+
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+ /**
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+ * When `autoClear` is set to `true`, this property defines whether the renderer
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+ * should clear the depth buffer.
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+ *
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+ * @type {boolean}
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+ * @default true
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+ */
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+ this.autoClearDepth = true;
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+
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+ /**
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+ * When `autoClear` is set to `true`, this property defines whether the renderer
145
+ * should clear the stencil buffer.
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+ *
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+ * @type {boolean}
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+ * @default true
149
+ */
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+ this.autoClearStencil = true;
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+
152
+ /**
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+ * Whether the default framebuffer should be transparent or opaque.
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+ *
155
+ * @type {boolean}
156
+ * @default true
157
+ */
158
+ this.alpha = alpha;
159
+
160
+ /**
161
+ * Whether logarithmic depth buffer is enabled or not.
162
+ *
163
+ * @type {boolean}
164
+ * @default false
165
+ * @readonly
166
+ */
167
+ this.logarithmicDepthBuffer = logarithmicDepthBuffer;
168
+
169
+ /**
170
+ * Whether reversed depth buffer is enabled or not.
171
+ *
172
+ * @type {boolean}
173
+ * @default false
174
+ * @readonly
175
+ */
176
+ this.reversedDepthBuffer = reversedDepthBuffer;
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+
178
+ /**
179
+ * Defines the output color space of the renderer.
180
+ *
181
+ * @type {string}
182
+ * @default SRGBColorSpace
183
+ */
184
+ this.outputColorSpace = SRGBColorSpace;
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+
186
+ /**
187
+ * Defines the tone mapping of the renderer.
188
+ *
189
+ * @type {number}
190
+ * @default NoToneMapping
191
+ */
192
+ this.toneMapping = NoToneMapping;
193
+
194
+ /**
195
+ * Defines the tone mapping exposure.
196
+ *
197
+ * @type {number}
198
+ * @default 1
199
+ */
200
+ this.toneMappingExposure = 1.0;
201
+
202
+ /**
203
+ * Whether the renderer should sort its render lists or not.
204
+ *
205
+ * Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
206
+ * By definition, sorting objects may not work in all cases. Depending on the needs of application,
207
+ * it may be necessary to turn off sorting and use other methods to deal with transparency rendering
208
+ * e.g. manually determining each object's rendering order.
209
+ *
210
+ * @type {boolean}
211
+ * @default true
212
+ */
213
+ this.sortObjects = true;
214
+
215
+ /**
216
+ * Whether the default framebuffer should have a depth buffer or not.
217
+ *
218
+ * @type {boolean}
219
+ * @default true
220
+ */
221
+ this.depth = depth;
222
+
223
+ /**
224
+ * Whether the default framebuffer should have a stencil buffer or not.
225
+ *
226
+ * @type {boolean}
227
+ * @default false
228
+ */
229
+ this.stencil = stencil;
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+
231
+ /**
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+ * Holds a series of statistical information about the GPU memory
233
+ * and the rendering process. Useful for debugging and monitoring.
234
+ *
235
+ * @type {Info}
236
+ */
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+ this.info = new Info();
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+
239
+ /**
240
+ * A global context node that stores override nodes for specific transformations or calculations.
241
+ * These nodes can be used to replace default behavior in the rendering pipeline.
242
+ *
243
+ * @type {ContextNode}
244
+ * @property {Object} value - The context value object.
245
+ */
246
+ this.contextNode = context();
247
+
248
+ /**
249
+ * The node library defines how certain library objects like materials, lights
250
+ * or tone mapping functions are mapped to node types. This is required since
251
+ * although instances of classes like `MeshBasicMaterial` or `PointLight` can
252
+ * be part of the scene graph, they are internally represented as nodes for
253
+ * further processing.
254
+ *
255
+ * @type {NodeLibrary}
256
+ */
257
+ this.library = new NodeLibrary();
258
+
259
+ /**
260
+ * A map-like data structure for managing lights.
261
+ *
262
+ * @type {Lighting}
263
+ */
264
+ this.lighting = new Lighting();
265
+
266
+ // internals
267
+
268
+ /**
269
+ * The number of MSAA samples.
270
+ *
271
+ * @private
272
+ * @type {number}
273
+ * @default 0
274
+ */
275
+ this._samples = samples || ( antialias === true ) ? 4 : 0;
276
+
277
+ /**
278
+ * OnCanvasTargetResize callback function.
279
+ *
280
+ * @private
281
+ * @type {Function}
282
+ */
283
+ this._onCanvasTargetResize = this._onCanvasTargetResize.bind( this );
284
+
285
+ /**
286
+ * The canvas target for rendering.
287
+ *
288
+ * @private
289
+ * @type {CanvasTarget}
290
+ */
291
+ this._canvasTarget = new CanvasTarget( backend.getDomElement() );
292
+ this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );
293
+ this._canvasTarget.isDefaultCanvasTarget = true;
294
+
295
+ /**
296
+ * The inspector provides information about the internal renderer state.
297
+ *
298
+ * @private
299
+ * @type {InspectorBase}
300
+ */
301
+ this._inspector = new InspectorBase();
302
+ this._inspector.setRenderer( this );
303
+
304
+ /**
305
+ * This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
306
+ *
307
+ * @private
308
+ * @type {?Function}
309
+ */
310
+ this._getFallback = getFallback;
311
+
312
+ /**
313
+ * A reference to a renderer module for managing shader attributes.
314
+ *
315
+ * @private
316
+ * @type {?Attributes}
317
+ * @default null
318
+ */
319
+ this._attributes = null;
320
+
321
+ /**
322
+ * A reference to a renderer module for managing geometries.
323
+ *
324
+ * @private
325
+ * @type {?Geometries}
326
+ * @default null
327
+ */
328
+ this._geometries = null;
329
+
330
+ /**
331
+ * A reference to a renderer module for managing node related logic.
332
+ *
333
+ * @private
334
+ * @type {?NodeManager}
335
+ * @default null
336
+ */
337
+ this._nodes = null;
338
+
339
+ /**
340
+ * A reference to a renderer module for managing the internal animation loop.
341
+ *
342
+ * @private
343
+ * @type {?Animation}
344
+ * @default null
345
+ */
346
+ this._animation = null;
347
+
348
+ /**
349
+ * A reference to a renderer module for managing shader program bindings.
350
+ *
351
+ * @private
352
+ * @type {?Bindings}
353
+ * @default null
354
+ */
355
+ this._bindings = null;
356
+
357
+ /**
358
+ * A reference to a renderer module for managing render objects.
359
+ *
360
+ * @private
361
+ * @type {?RenderObjects}
362
+ * @default null
363
+ */
364
+ this._objects = null;
365
+
366
+ /**
367
+ * A reference to a renderer module for managing render and compute pipelines.
368
+ *
369
+ * @private
370
+ * @type {?Pipelines}
371
+ * @default null
372
+ */
373
+ this._pipelines = null;
374
+
375
+ /**
376
+ * A reference to a renderer module for managing render bundles.
377
+ *
378
+ * @private
379
+ * @type {?RenderBundles}
380
+ * @default null
381
+ */
382
+ this._bundles = null;
383
+
384
+ /**
385
+ * A reference to a renderer module for managing render lists.
386
+ *
387
+ * @private
388
+ * @type {?RenderLists}
389
+ * @default null
390
+ */
391
+ this._renderLists = null;
392
+
393
+ /**
394
+ * A reference to a renderer module for managing render contexts.
395
+ *
396
+ * @private
397
+ * @type {?RenderContexts}
398
+ * @default null
399
+ */
400
+ this._renderContexts = null;
401
+
402
+ /**
403
+ * A reference to a renderer module for managing textures.
404
+ *
405
+ * @private
406
+ * @type {?Textures}
407
+ * @default null
408
+ */
409
+ this._textures = null;
410
+
411
+ /**
412
+ * A reference to a renderer module for backgrounds.
413
+ *
414
+ * @private
415
+ * @type {?Background}
416
+ * @default null
417
+ */
418
+ this._background = null;
419
+
420
+ /**
421
+ * Cache for the fullscreen quad.
422
+ * This fullscreen quad is used for internal render passes
423
+ * like the tone mapping and color space output pass.
424
+ *
425
+ * @private
426
+ * @type {Map<Texture,QuadMesh>}
427
+ */
428
+ this._quadCache = new Map();
429
+
430
+ /**
431
+ * A reference to the current render context.
432
+ *
433
+ * @private
434
+ * @type {?RenderContext}
435
+ * @default null
436
+ */
437
+ this._currentRenderContext = null;
438
+
439
+ /**
440
+ * A custom sort function for the opaque render list.
441
+ *
442
+ * @private
443
+ * @type {?Function}
444
+ * @default null
445
+ */
446
+ this._opaqueSort = null;
447
+
448
+ /**
449
+ * A custom sort function for the transparent render list.
450
+ *
451
+ * @private
452
+ * @type {?Function}
453
+ * @default null
454
+ */
455
+ this._transparentSort = null;
456
+
457
+ /**
458
+ * Cache of framebuffer targets per canvas target.
459
+ *
460
+ * @private
461
+ * @type {Map<CanvasTarget, RenderTarget>}
462
+ */
463
+ this._frameBufferTargets = new Map();
464
+
465
+ const alphaClear = this.alpha === true ? 0 : 1;
466
+
467
+ /**
468
+ * The clear color value.
469
+ *
470
+ * @private
471
+ * @type {Color4}
472
+ */
473
+ this._clearColor = new Color4( 0, 0, 0, alphaClear );
474
+
475
+ /**
476
+ * The clear depth value.
477
+ *
478
+ * @private
479
+ * @type {number}
480
+ * @default 1
481
+ */
482
+ this._clearDepth = 1;
483
+
484
+ /**
485
+ * The clear stencil value.
486
+ *
487
+ * @private
488
+ * @type {number}
489
+ * @default 0
490
+ */
491
+ this._clearStencil = 0;
492
+
493
+ /**
494
+ * The current render target.
495
+ *
496
+ * @private
497
+ * @type {?RenderTarget}
498
+ * @default null
499
+ */
500
+ this._renderTarget = null;
501
+
502
+ /**
503
+ * The active cube face.
504
+ *
505
+ * @private
506
+ * @type {number}
507
+ * @default 0
508
+ */
509
+ this._activeCubeFace = 0;
510
+
511
+ /**
512
+ * The active mipmap level.
513
+ *
514
+ * @private
515
+ * @type {number}
516
+ * @default 0
517
+ */
518
+ this._activeMipmapLevel = 0;
519
+
520
+ /**
521
+ * The current output render target.
522
+ *
523
+ * @private
524
+ * @type {?RenderTarget}
525
+ * @default null
526
+ */
527
+ this._outputRenderTarget = null;
528
+
529
+ /**
530
+ * The MRT setting.
531
+ *
532
+ * @private
533
+ * @type {?MRTNode}
534
+ * @default null
535
+ */
536
+ this._mrt = null;
537
+
538
+ /**
539
+ * This function defines how a render object is going
540
+ * to be rendered.
541
+ *
542
+ * @private
543
+ * @type {?Function}
544
+ * @default null
545
+ */
546
+ this._renderObjectFunction = null;
547
+
548
+ /**
549
+ * Used to keep track of the current render object function.
550
+ *
551
+ * @private
552
+ * @type {?Function}
553
+ * @default null
554
+ */
555
+ this._currentRenderObjectFunction = null;
556
+
557
+ /**
558
+ * Used to keep track of the current render bundle.
559
+ *
560
+ * @private
561
+ * @type {?RenderBundle}
562
+ * @default null
563
+ */
564
+ this._currentRenderBundle = null;
565
+
566
+ /**
567
+ * Next to `_renderObjectFunction()`, this function provides another hook
568
+ * for influencing the render process of a render object. It is meant for internal
569
+ * use and only relevant for `compileAsync()` right now. Instead of using
570
+ * the default logic of `_renderObjectDirect()` which actually draws the render object,
571
+ * a different function might be used which performs no draw but just the node
572
+ * and pipeline updates.
573
+ *
574
+ * @private
575
+ * @type {Function}
576
+ */
577
+ this._handleObjectFunction = this._renderObjectDirect;
578
+
579
+ /**
580
+ * Indicates whether the device has been lost or not. In WebGL terms, the device
581
+ * lost is considered as a context lost. When this is set to `true`, rendering
582
+ * isn't possible anymore.
583
+ *
584
+ * @private
585
+ * @type {boolean}
586
+ * @default false
587
+ */
588
+ this._isDeviceLost = false;
589
+
590
+ /**
591
+ * A callback function that defines what should happen when a device/context lost occurs.
592
+ *
593
+ * @type {Function}
594
+ */
595
+ this.onDeviceLost = this._onDeviceLost;
596
+
597
+ /**
598
+ * Defines the type of output buffers. The default `HalfFloatType` is recommend for
599
+ * best quality. To save memory and bandwidth, `UnsignedByteType` might be used.
600
+ * This will reduce rendering quality though.
601
+ *
602
+ * @private
603
+ * @type {number}
604
+ * @default HalfFloatType
605
+ */
606
+ this._outputBufferType = outputBufferType;
607
+
608
+ /**
609
+ * A cache for shadow nodes per material
610
+ *
611
+ * @private
612
+ * @type {WeakMap<Material, Object>}
613
+ */
614
+ this._cacheShadowNodes = new WeakMap();
615
+
616
+ /**
617
+ * Whether the renderer has been initialized or not.
618
+ *
619
+ * @private
620
+ * @type {boolean}
621
+ * @default false
622
+ */
623
+ this._initialized = false;
624
+
625
+ /**
626
+ * The call depth of the renderer. Counts the number of
627
+ * nested render calls.
628
+ *
629
+ * @private
630
+ * @type {number}
631
+ * @default - 1
632
+ */
633
+ this._callDepth = - 1;
634
+
635
+ /**
636
+ * A reference to the promise which initializes the renderer.
637
+ *
638
+ * @private
639
+ * @type {?Promise<this>}
640
+ * @default null
641
+ */
642
+ this._initPromise = null;
643
+
644
+ /**
645
+ * An array of compilation promises which are used in `compileAsync()`.
646
+ *
647
+ * @private
648
+ * @type {?Array<Promise>}
649
+ * @default null
650
+ */
651
+ this._compilationPromises = null;
652
+
653
+ /**
654
+ * Whether the renderer should render transparent render objects or not.
655
+ *
656
+ * @type {boolean}
657
+ * @default true
658
+ */
659
+ this.transparent = true;
660
+
661
+ /**
662
+ * Whether the renderer should render opaque render objects or not.
663
+ *
664
+ * @type {boolean}
665
+ * @default true
666
+ */
667
+ this.opaque = true;
668
+
669
+ /**
670
+ * Shadow map configuration
671
+ * @typedef {Object} ShadowMapConfig
672
+ * @property {boolean} enabled - Whether to globally enable shadows or not.
673
+ * @property {boolean} transmitted - Whether to enable light transmission through non-opaque materials.
674
+ * @property {number} type - The shadow map type.
675
+ */
676
+
677
+ /**
678
+ * The renderer's shadow configuration.
679
+ *
680
+ * @type {ShadowMapConfig}
681
+ */
682
+ this.shadowMap = {
683
+ enabled: false,
684
+ transmitted: false,
685
+ type: PCFShadowMap
686
+ };
687
+
688
+ /**
689
+ * XR configuration.
690
+ * @typedef {Object} XRConfig
691
+ * @property {boolean} enabled - Whether to globally enable XR or not.
692
+ */
693
+
694
+ /**
695
+ * The renderer's XR manager.
696
+ *
697
+ * @type {XRManager}
698
+ */
699
+ this.xr = new XRManager( this, multiview );
700
+
701
+ /**
702
+ * Debug configuration.
703
+ * @typedef {Object} DebugConfig
704
+ * @property {boolean} checkShaderErrors - Whether shader errors should be checked or not.
705
+ * @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
706
+ * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
707
+ */
708
+
709
+ /**
710
+ * The renderer's debug configuration.
711
+ *
712
+ * @type {DebugConfig}
713
+ */
714
+ this.debug = {
715
+ checkShaderErrors: true,
716
+ onShaderError: null,
717
+ getShaderAsync: async ( scene, camera, object ) => {
718
+
719
+ await this.compileAsync( scene, camera );
720
+
721
+ const renderList = this._renderLists.get( scene, camera );
722
+ const renderContext = this._renderContexts.get( this._renderTarget, this._mrt );
723
+
724
+ const material = scene.overrideMaterial || object.material;
725
+
726
+ const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext );
727
+
728
+ const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
729
+
730
+ return { fragmentShader, vertexShader };
731
+
732
+ }
733
+ };
734
+
735
+ }
736
+
737
+ /**
738
+ * Initializes the renderer so it is ready for usage.
739
+ *
740
+ * @async
741
+ * @return {Promise<this>} A Promise that resolves when the renderer has been initialized.
742
+ */
743
+ async init() {
744
+
745
+ if ( this._initPromise !== null ) {
746
+
747
+ return this._initPromise;
748
+
749
+ }
750
+
751
+ this._initPromise = new Promise( async ( resolve, reject ) => {
752
+
753
+ let backend = this.backend;
754
+
755
+ try {
756
+
757
+ await backend.init( this );
758
+
759
+ } catch ( error ) {
760
+
761
+ if ( this._getFallback !== null ) {
762
+
763
+ // try the fallback
764
+
765
+ try {
766
+
767
+ this.backend = backend = this._getFallback( error );
768
+ await backend.init( this );
769
+
770
+ } catch ( error ) {
771
+
772
+ reject( error );
773
+ return;
774
+
775
+ }
776
+
777
+ } else {
778
+
779
+ reject( error );
780
+ return;
781
+
782
+ }
783
+
784
+ }
785
+
786
+ this._nodes = new NodeManager( this, backend );
787
+ this._animation = new Animation( this, this._nodes, this.info );
788
+ this._attributes = new Attributes( backend, this.info );
789
+ this._background = new Background( this, this._nodes );
790
+ this._geometries = new Geometries( this._attributes, this.info );
791
+ this._textures = new Textures( this, backend, this.info );
792
+ this._pipelines = new Pipelines( backend, this._nodes, this.info );
793
+ this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
794
+ this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
795
+ this._renderLists = new RenderLists( this.lighting );
796
+ this._bundles = new RenderBundles();
797
+ this._renderContexts = new RenderContexts( this );
798
+
799
+ //
800
+
801
+ this._animation.start();
802
+ this._initialized = true;
803
+
804
+ //
805
+
806
+ this._inspector.init();
807
+
808
+ //
809
+
810
+ resolve( this );
811
+
812
+ } );
813
+
814
+ return this._initPromise;
815
+
816
+ }
817
+
818
+ /**
819
+ * A reference to the canvas element the renderer is drawing to.
820
+ * This value of this property will automatically be created by
821
+ * the renderer.
822
+ *
823
+ * @type {HTMLCanvasElement|OffscreenCanvas}
824
+ */
825
+ get domElement() {
826
+
827
+ return this._canvasTarget.domElement;
828
+
829
+ }
830
+
831
+ /**
832
+ * The coordinate system of the renderer. The value of this property
833
+ * depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or
834
+ * `THREE.WebGPUCoordinateSystem`.
835
+ *
836
+ * @readonly
837
+ * @type {number}
838
+ */
839
+ get coordinateSystem() {
840
+
841
+ return this.backend.coordinateSystem;
842
+
843
+ }
844
+
845
+ /**
846
+ * Compiles all materials in the given scene. This can be useful to avoid a
847
+ * phenomenon which is called "shader compilation stutter", which occurs when
848
+ * rendering an object with a new shader for the first time.
849
+ *
850
+ * If you want to add a 3D object to an existing scene, use the third optional
851
+ * parameter for applying the target scene. Note that the (target) scene's lighting
852
+ * and environment must be configured before calling this method.
853
+ *
854
+ * @async
855
+ * @param {Object3D} scene - The scene or 3D object to precompile.
856
+ * @param {Camera} camera - The camera that is used to render the scene.
857
+ * @param {?Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
858
+ * @return {Promise} A Promise that resolves when the compile has been finished.
859
+ */
860
+ async compileAsync( scene, camera, targetScene = null ) {
861
+
862
+ if ( this._isDeviceLost === true ) return;
863
+
864
+ if ( this._initialized === false ) await this.init();
865
+
866
+ // preserve render tree
867
+
868
+ const nodeFrame = this._nodes.nodeFrame;
869
+
870
+ const previousRenderId = nodeFrame.renderId;
871
+ const previousRenderContext = this._currentRenderContext;
872
+ const previousRenderObjectFunction = this._currentRenderObjectFunction;
873
+ const previousHandleObjectFunction = this._handleObjectFunction;
874
+ const previousCompilationPromises = this._compilationPromises;
875
+
876
+ //
877
+
878
+ if ( targetScene === null ) targetScene = scene;
879
+
880
+ // Use the actual scene for caching when compiling individual objects
881
+ // This ensures cache keys match between compileAsync and render
882
+ const sceneRef = ( scene.isScene === true ) ? scene : ( targetScene.isScene === true ) ? targetScene : _scene;
883
+
884
+ // Match render()'s logic: use frameBufferTarget when needsFrameBufferTarget is true
885
+ const useFrameBufferTarget = this.needsFrameBufferTarget && this._renderTarget === null;
886
+ const renderTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : ( this._renderTarget || this._outputRenderTarget );
887
+ const renderContext = this._renderContexts.get( renderTarget, this._mrt );
888
+ const activeMipmapLevel = this._activeMipmapLevel;
889
+
890
+ const compilationPromises = [];
891
+
892
+ this._currentRenderContext = renderContext;
893
+ this._currentRenderObjectFunction = this.renderObject;
894
+
895
+ this._handleObjectFunction = this._createObjectPipeline;
896
+
897
+ this._compilationPromises = compilationPromises;
898
+
899
+ nodeFrame.renderId ++;
900
+
901
+ //
902
+
903
+ nodeFrame.update();
904
+
905
+ //
906
+
907
+ renderContext.depth = this.depth;
908
+ renderContext.stencil = this.stencil;
909
+
910
+ if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
911
+ renderContext.clippingContext.updateGlobal( sceneRef, camera );
912
+
913
+ //
914
+
915
+ sceneRef.onBeforeRender( this, scene, camera, renderTarget );
916
+
917
+ //
918
+
919
+ // Use sceneRef for render list to ensure lightsNode matches between compileAsync and render
920
+ const renderList = this._renderLists.get( sceneRef, camera );
921
+ renderList.begin();
922
+
923
+ this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
924
+
925
+ // include lights from target scene
926
+ if ( targetScene !== scene ) {
927
+
928
+ targetScene.traverseVisible( function ( object ) {
929
+
930
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
931
+
932
+ renderList.pushLight( object );
933
+
934
+ }
935
+
936
+ } );
937
+
938
+ }
939
+
940
+ renderList.finish();
941
+
942
+ //
943
+
944
+ if ( renderTarget !== null ) {
945
+
946
+ this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
947
+
948
+ const renderTargetData = this._textures.get( renderTarget );
949
+
950
+ renderContext.textures = renderTargetData.textures;
951
+ renderContext.depthTexture = renderTargetData.depthTexture;
952
+
953
+ } else {
954
+
955
+ renderContext.textures = null;
956
+ renderContext.depthTexture = null;
957
+
958
+ }
959
+
960
+ //
961
+
962
+ if ( targetScene !== scene ) {
963
+
964
+ this._background.update( targetScene, renderList, renderContext );
965
+
966
+ } else {
967
+
968
+ this._background.update( sceneRef, renderList, renderContext );
969
+
970
+ }
971
+
972
+ // process render lists - _createObjectPipeline will push async promises to _compilationPromises
973
+
974
+ const opaqueObjects = renderList.opaque;
975
+ const transparentObjects = renderList.transparent;
976
+ const transparentDoublePassObjects = renderList.transparentDoublePass;
977
+ const lightsNode = renderList.lightsNode;
978
+
979
+ if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
980
+ if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
981
+
982
+ // restore render tree
983
+
984
+ nodeFrame.renderId = previousRenderId;
985
+
986
+ this._currentRenderContext = previousRenderContext;
987
+ this._currentRenderObjectFunction = previousRenderObjectFunction;
988
+ this._handleObjectFunction = previousHandleObjectFunction;
989
+ this._compilationPromises = previousCompilationPromises;
990
+
991
+ // Process compilation work items sequentially to avoid freezing
992
+ // Yields between objects to keep animation smooth
993
+
994
+ for ( const item of compilationPromises ) {
995
+
996
+ const renderObject = this._objects.get( item.object, item.material, item.scene, item.camera, item.lightsNode, item.renderContext, item.clippingContext, item.passId );
997
+ renderObject.drawRange = item.object.geometry.drawRange;
998
+ renderObject.group = item.group;
999
+
1000
+ this._geometries.updateForRender( renderObject );
1001
+
1002
+ // Use async node building to yield to main thread
1003
+ await this._nodes.getForRenderAsync( renderObject );
1004
+
1005
+ this._nodes.updateBefore( renderObject );
1006
+ this._nodes.updateForRender( renderObject );
1007
+ this._bindings.updateForRender( renderObject );
1008
+
1009
+ // Wait for pipeline creation
1010
+ const pipelinePromises = [];
1011
+ this._pipelines.getForRender( renderObject, pipelinePromises );
1012
+ if ( pipelinePromises.length > 0 ) {
1013
+
1014
+ await Promise.all( pipelinePromises );
1015
+
1016
+ }
1017
+
1018
+ this._nodes.updateAfter( renderObject );
1019
+
1020
+ // Yield between objects to allow animation frames
1021
+ await yieldToMain();
1022
+
1023
+ }
1024
+
1025
+ }
1026
+
1027
+ /**
1028
+ * Renders the scene in an async fashion.
1029
+ *
1030
+ * @async
1031
+ * @deprecated
1032
+ * @param {Object3D} scene - The scene or 3D object to render.
1033
+ * @param {Camera} camera - The camera.
1034
+ * @return {Promise} A Promise that resolves when the render has been finished.
1035
+ */
1036
+ async renderAsync( scene, camera ) {
1037
+
1038
+ warnOnce( 'Renderer: "renderAsync()" has been deprecated. Use "render()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
1039
+
1040
+ await this.init();
1041
+
1042
+ this.render( scene, camera );
1043
+
1044
+ }
1045
+
1046
+ /**
1047
+ * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
1048
+ * the CPU waits for the GPU to complete its operation (e.g. a compute task).
1049
+ *
1050
+ * @async
1051
+ * @deprecated
1052
+ * @return {Promise} A Promise that resolves when synchronization has been finished.
1053
+ */
1054
+ async waitForGPU() {
1055
+
1056
+ error( 'Renderer: waitForGPU() has been removed. Read https://github.com/mrdoob/three.js/issues/32012 for more information.' );
1057
+
1058
+ }
1059
+
1060
+ //
1061
+
1062
+ set inspector( value ) {
1063
+
1064
+ if ( this._inspector !== null ) {
1065
+
1066
+ this._inspector.setRenderer( null );
1067
+
1068
+ }
1069
+
1070
+ this._inspector = value;
1071
+ this._inspector.setRenderer( this );
1072
+
1073
+ }
1074
+
1075
+ /**
1076
+ * The inspector instance. The inspector can be any class that extends from `InspectorBase`.
1077
+ *
1078
+ * @type {InspectorBase}
1079
+ */
1080
+ get inspector() {
1081
+
1082
+ return this._inspector;
1083
+
1084
+ }
1085
+
1086
+ /**
1087
+ * Enables or disables high precision for model-view and normal-view matrices.
1088
+ * When enabled, will use CPU 64-bit precision for higher precision instead of GPU 32-bit for higher performance.
1089
+ *
1090
+ * NOTE: 64-bit precision is not compatible with `InstancedMesh` and `SkinnedMesh`.
1091
+ *
1092
+ * @param {boolean} value - Whether to enable or disable high precision.
1093
+ * @type {boolean}
1094
+ */
1095
+ set highPrecision( value ) {
1096
+
1097
+ const contextNodeData = this.contextNode.value;
1098
+
1099
+ if ( value === true ) {
1100
+
1101
+ contextNodeData.modelViewMatrix = highpModelViewMatrix;
1102
+ contextNodeData.modelNormalViewMatrix = highpModelNormalViewMatrix;
1103
+
1104
+ } else if ( this.highPrecision ) {
1105
+
1106
+ delete contextNodeData.modelViewMatrix;
1107
+ delete contextNodeData.modelNormalViewMatrix;
1108
+
1109
+ }
1110
+
1111
+ }
1112
+
1113
+ /**
1114
+ * Returns whether high precision is enabled or not.
1115
+ *
1116
+ * @return {boolean} Whether high precision is enabled or not.
1117
+ * @type {boolean}
1118
+ */
1119
+ get highPrecision() {
1120
+
1121
+ const contextNodeData = this.contextNode.value;
1122
+
1123
+ return contextNodeData.modelViewMatrix === highpModelViewMatrix && contextNodeData.modelNormalViewMatrix === highpModelNormalViewMatrix;
1124
+
1125
+ }
1126
+
1127
+ /**
1128
+ * Sets the given MRT configuration.
1129
+ *
1130
+ * @param {MRTNode} mrt - The MRT node to set.
1131
+ * @return {Renderer} A reference to this renderer.
1132
+ */
1133
+ setMRT( mrt ) {
1134
+
1135
+ this._mrt = mrt;
1136
+
1137
+ return this;
1138
+
1139
+ }
1140
+
1141
+ /**
1142
+ * Returns the MRT configuration.
1143
+ *
1144
+ * @return {MRTNode} The MRT configuration.
1145
+ */
1146
+ getMRT() {
1147
+
1148
+ return this._mrt;
1149
+
1150
+ }
1151
+
1152
+ /**
1153
+ * Returns the output buffer type.
1154
+ *
1155
+ * @return {number} The output buffer type.
1156
+ */
1157
+ getOutputBufferType() {
1158
+
1159
+ return this._outputBufferType;
1160
+
1161
+ }
1162
+
1163
+ /**
1164
+ * Returns the output buffer type.
1165
+ *
1166
+ * @deprecated since r182. Use `.getOutputBufferType()` instead.
1167
+ * @return {number} The output buffer type.
1168
+ */
1169
+ getColorBufferType() { // @deprecated, r182
1170
+
1171
+ warnOnce( 'Renderer: ".getColorBufferType()" has been renamed to ".getOutputBufferType()".' );
1172
+
1173
+ return this.getOutputBufferType();
1174
+
1175
+ }
1176
+
1177
+ /**
1178
+ * Default implementation of the device lost callback.
1179
+ *
1180
+ * @private
1181
+ * @param {Object} info - Information about the context lost.
1182
+ */
1183
+ _onDeviceLost( info ) {
1184
+
1185
+ let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`;
1186
+
1187
+ if ( info.reason ) {
1188
+
1189
+ errorMessage += `\nReason: ${info.reason}`;
1190
+
1191
+ }
1192
+
1193
+ error( errorMessage );
1194
+
1195
+ this._isDeviceLost = true;
1196
+
1197
+ }
1198
+
1199
+ /**
1200
+ * Renders the given render bundle.
1201
+ *
1202
+ * @private
1203
+ * @param {Object} bundle - Render bundle data.
1204
+ * @param {Scene} sceneRef - The scene the render bundle belongs to.
1205
+ * @param {LightsNode} lightsNode - The lights node.
1206
+ */
1207
+ _renderBundle( bundle, sceneRef, lightsNode ) {
1208
+
1209
+ const { bundleGroup, camera, renderList } = bundle;
1210
+
1211
+ const renderContext = this._currentRenderContext;
1212
+
1213
+ //
1214
+
1215
+ const renderBundle = this._bundles.get( bundleGroup, camera, renderContext );
1216
+ const renderBundleData = this.backend.get( renderBundle );
1217
+
1218
+ const needsUpdate = bundleGroup.version !== renderBundleData.version;
1219
+ const renderBundleNeedsUpdate = needsUpdate || renderBundleData.bundleGPU === undefined;
1220
+
1221
+ if ( renderBundleNeedsUpdate ) {
1222
+
1223
+ this.backend.beginBundle( renderContext );
1224
+
1225
+ if ( renderBundleData.renderObjects === undefined || needsUpdate ) {
1226
+
1227
+ renderBundleData.renderObjects = [];
1228
+
1229
+ }
1230
+
1231
+ this._currentRenderBundle = renderBundle;
1232
+
1233
+ const {
1234
+ transparentDoublePass: transparentDoublePassObjects,
1235
+ transparent: transparentObjects,
1236
+ opaque: opaqueObjects
1237
+ } = renderList;
1238
+
1239
+ if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
1240
+ if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
1241
+
1242
+ this._currentRenderBundle = null;
1243
+
1244
+ //
1245
+
1246
+ this.backend.finishBundle( renderContext, renderBundle );
1247
+
1248
+ renderBundleData.version = bundleGroup.version;
1249
+
1250
+ } else {
1251
+
1252
+ const { renderObjects } = renderBundleData;
1253
+
1254
+ for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
1255
+
1256
+ const renderObject = renderObjects[ i ];
1257
+
1258
+ if ( this._nodes.needsRefresh( renderObject ) ) {
1259
+
1260
+ this._nodes.updateBefore( renderObject );
1261
+
1262
+ this._nodes.updateForRender( renderObject );
1263
+ this._bindings.updateForRender( renderObject );
1264
+
1265
+ this._nodes.updateAfter( renderObject );
1266
+
1267
+ }
1268
+
1269
+ }
1270
+
1271
+ }
1272
+
1273
+ this.backend.addBundle( renderContext, renderBundle );
1274
+
1275
+ }
1276
+
1277
+ /**
1278
+ * Renders the scene or 3D object with the given camera. This method can only be called
1279
+ * if the renderer has been initialized. When using `render()` inside an animation loop,
1280
+ * it's guaranteed the renderer will be initialized. The animation loop must be defined
1281
+ * with {@link Renderer#setAnimationLoop} though.
1282
+ *
1283
+ * For all other use cases (like when using on-demand rendering), you must call
1284
+ * {@link Renderer#init} before rendering.
1285
+ *
1286
+ * The target of the method is the default framebuffer (meaning the canvas)
1287
+ * or alternatively a render target when specified via `setRenderTarget()`.
1288
+ *
1289
+ * @param {Object3D} scene - The scene or 3D object to render.
1290
+ * @param {Camera} camera - The camera to render the scene with.
1291
+ */
1292
+ render( scene, camera ) {
1293
+
1294
+ if ( this._initialized === false ) {
1295
+
1296
+ throw new Error( 'Renderer: .render() called before the backend is initialized. Use "await renderer.init();" before rendering.' );
1297
+
1298
+ }
1299
+
1300
+ this._renderScene( scene, camera );
1301
+
1302
+ }
1303
+
1304
+ /**
1305
+ * Returns whether the renderer has been initialized or not.
1306
+ *
1307
+ * @readonly
1308
+ * @return {boolean} Whether the renderer has been initialized or not.
1309
+ */
1310
+ get initialized() {
1311
+
1312
+ return this._initialized;
1313
+
1314
+ }
1315
+
1316
+ /**
1317
+ * Returns an internal render target which is used when computing the output tone mapping
1318
+ * and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render
1319
+ * pass and not inline to achieve more correct results.
1320
+ *
1321
+ * @private
1322
+ * @return {?RenderTarget} The render target. The method returns `null` if no output conversion should be applied.
1323
+ */
1324
+ _getFrameBufferTarget() {
1325
+
1326
+ const { currentToneMapping, currentColorSpace } = this;
1327
+
1328
+ const useToneMapping = currentToneMapping !== NoToneMapping;
1329
+ const useColorSpace = currentColorSpace !== ColorManagement.workingColorSpace;
1330
+
1331
+ if ( useToneMapping === false && useColorSpace === false ) return null;
1332
+
1333
+ const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
1334
+ const { depth, stencil } = this;
1335
+
1336
+ // TODO: Unify CanvasTarget and OutputRenderTarget
1337
+ const target = this._outputRenderTarget || this._canvasTarget;
1338
+
1339
+ let frameBufferTarget = this._frameBufferTargets.get( target );
1340
+
1341
+ if ( frameBufferTarget === undefined ) {
1342
+
1343
+ frameBufferTarget = new RenderTarget( width, height, {
1344
+ depthBuffer: depth,
1345
+ stencilBuffer: stencil,
1346
+ type: this._outputBufferType,
1347
+ format: RGBAFormat,
1348
+ colorSpace: ColorManagement.workingColorSpace,
1349
+ generateMipmaps: false,
1350
+ minFilter: LinearFilter,
1351
+ magFilter: LinearFilter,
1352
+ samples: this.samples
1353
+ } );
1354
+
1355
+ frameBufferTarget.isPostProcessingRenderTarget = true;
1356
+
1357
+ const dispose = () => {
1358
+
1359
+ target.removeEventListener( 'dispose', dispose );
1360
+
1361
+ frameBufferTarget.dispose();
1362
+
1363
+ this._frameBufferTargets.delete( target );
1364
+
1365
+ };
1366
+
1367
+ target.addEventListener( 'dispose', dispose );
1368
+
1369
+ this._frameBufferTargets.set( target, frameBufferTarget );
1370
+
1371
+ }
1372
+
1373
+ const outputRenderTarget = this.getOutputRenderTarget();
1374
+
1375
+ frameBufferTarget.depthBuffer = depth;
1376
+ frameBufferTarget.stencilBuffer = stencil;
1377
+
1378
+ if ( outputRenderTarget !== null ) {
1379
+
1380
+ frameBufferTarget.setSize( outputRenderTarget.width, outputRenderTarget.height, outputRenderTarget.depth );
1381
+
1382
+ } else {
1383
+
1384
+ frameBufferTarget.setSize( width, height, 1 );
1385
+
1386
+ }
1387
+
1388
+ // RenderTarget || CanvasTarget
1389
+
1390
+ const viewport = this._outputRenderTarget ? this._outputRenderTarget.viewport : target._viewport;
1391
+ const scissor = this._outputRenderTarget ? this._outputRenderTarget.scissor : target._scissor;
1392
+ const pixelRatio = this._outputRenderTarget ? 1 : target._pixelRatio;
1393
+ const scissorTest = this._outputRenderTarget ? this._outputRenderTarget.scissorTest : target._scissorTest;
1394
+
1395
+ frameBufferTarget.viewport.copy( viewport );
1396
+ frameBufferTarget.scissor.copy( scissor );
1397
+ frameBufferTarget.viewport.multiplyScalar( pixelRatio );
1398
+ frameBufferTarget.scissor.multiplyScalar( pixelRatio );
1399
+ frameBufferTarget.scissorTest = scissorTest;
1400
+ frameBufferTarget.multiview = outputRenderTarget !== null ? outputRenderTarget.multiview : false;
1401
+ frameBufferTarget.resolveDepthBuffer = outputRenderTarget !== null ? outputRenderTarget.resolveDepthBuffer : true;
1402
+ frameBufferTarget._autoAllocateDepthBuffer = outputRenderTarget !== null ? outputRenderTarget._autoAllocateDepthBuffer : false;
1403
+
1404
+ return frameBufferTarget;
1405
+
1406
+ }
1407
+
1408
+ /**
1409
+ * Renders the scene or 3D object with the given camera.
1410
+ *
1411
+ * @private
1412
+ * @param {Object3D} scene - The scene or 3D object to render.
1413
+ * @param {Camera} camera - The camera to render the scene with.
1414
+ * @param {boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not.
1415
+ * @return {RenderContext} The current render context.
1416
+ */
1417
+ _renderScene( scene, camera, useFrameBufferTarget = true ) {
1418
+
1419
+ if ( this._isDeviceLost === true ) return;
1420
+
1421
+ //
1422
+
1423
+ const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
1424
+
1425
+ // preserve render tree
1426
+
1427
+ const nodeFrame = this._nodes.nodeFrame;
1428
+
1429
+ const previousRenderId = nodeFrame.renderId;
1430
+ const previousRenderContext = this._currentRenderContext;
1431
+ const previousRenderObjectFunction = this._currentRenderObjectFunction;
1432
+ const previousHandleObjectFunction = this._handleObjectFunction;
1433
+
1434
+ //
1435
+
1436
+ this._callDepth ++;
1437
+
1438
+ const sceneRef = ( scene.isScene === true ) ? scene : _scene;
1439
+
1440
+ const outputRenderTarget = this._renderTarget || this._outputRenderTarget;
1441
+
1442
+ const activeCubeFace = this._activeCubeFace;
1443
+ const activeMipmapLevel = this._activeMipmapLevel;
1444
+
1445
+ //
1446
+
1447
+ let renderTarget;
1448
+
1449
+ if ( frameBufferTarget !== null ) {
1450
+
1451
+ renderTarget = frameBufferTarget;
1452
+
1453
+ this.setRenderTarget( renderTarget );
1454
+
1455
+ } else {
1456
+
1457
+ renderTarget = outputRenderTarget;
1458
+
1459
+ }
1460
+
1461
+ // make sure a new render target has correct default depth values
1462
+
1463
+ if ( renderTarget !== null && renderTarget.depthBuffer === true ) {
1464
+
1465
+ const renderTargetData = this._textures.get( renderTarget );
1466
+
1467
+ if ( renderTargetData.depthInitialized !== true ) {
1468
+
1469
+ // we need a single manual clear if auto clear depth is disabled
1470
+
1471
+ if ( this.autoClear === false || ( this.autoClear === true && this.autoClearDepth === false ) ) {
1472
+
1473
+ this.clearDepth();
1474
+
1475
+ }
1476
+
1477
+ renderTargetData.depthInitialized = true;
1478
+
1479
+ }
1480
+
1481
+ }
1482
+
1483
+ //
1484
+
1485
+ const renderContext = this._renderContexts.get( renderTarget, this._mrt, this._callDepth );
1486
+
1487
+ this._currentRenderContext = renderContext;
1488
+ this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
1489
+ this._handleObjectFunction = this._renderObjectDirect;
1490
+
1491
+ //
1492
+
1493
+ this.info.calls ++;
1494
+ this.info.render.calls ++;
1495
+ this.info.render.frameCalls ++;
1496
+
1497
+ nodeFrame.renderId = this.info.calls;
1498
+
1499
+ //
1500
+
1501
+ this.backend.updateTimeStampUID( renderContext );
1502
+
1503
+ this.inspector.beginRender( this.backend.getTimestampUID( renderContext ), scene, camera, renderTarget );
1504
+
1505
+ //
1506
+
1507
+
1508
+ const xr = this.xr;
1509
+
1510
+ if ( xr.isPresenting === false ) {
1511
+
1512
+ let projectionMatrixNeedsUpdate = false;
1513
+
1514
+ // reversed depth
1515
+
1516
+ if ( this.reversedDepthBuffer === true && camera.reversedDepth !== true ) {
1517
+
1518
+ camera._reversedDepth = true;
1519
+
1520
+ if ( camera.isArrayCamera ) {
1521
+
1522
+ for ( const subCamera of camera.cameras ) {
1523
+
1524
+ subCamera._reversedDepth = true;
1525
+
1526
+ }
1527
+
1528
+ }
1529
+
1530
+ projectionMatrixNeedsUpdate = true;
1531
+
1532
+ }
1533
+
1534
+ // WebGPU/WebGL coordinate system
1535
+
1536
+ const coordinateSystem = this.coordinateSystem;
1537
+
1538
+ if ( camera.coordinateSystem !== coordinateSystem ) {
1539
+
1540
+ camera.coordinateSystem = coordinateSystem;
1541
+
1542
+ if ( camera.isArrayCamera ) {
1543
+
1544
+ for ( const subCamera of camera.cameras ) {
1545
+
1546
+ subCamera.coordinateSystem = coordinateSystem;
1547
+
1548
+ }
1549
+
1550
+ }
1551
+
1552
+ projectionMatrixNeedsUpdate = true;
1553
+
1554
+ }
1555
+
1556
+ // camera update
1557
+
1558
+ if ( projectionMatrixNeedsUpdate === true ) {
1559
+
1560
+ camera.updateProjectionMatrix();
1561
+
1562
+ if ( camera.isArrayCamera ) {
1563
+
1564
+ for ( const subCamera of camera.cameras ) {
1565
+
1566
+ subCamera.updateProjectionMatrix();
1567
+
1568
+ }
1569
+
1570
+ }
1571
+
1572
+ }
1573
+
1574
+ }
1575
+
1576
+ //
1577
+
1578
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
1579
+
1580
+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
1581
+
1582
+ if ( xr.enabled === true && xr.isPresenting === true ) {
1583
+
1584
+ if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
1585
+ camera = xr.getCamera(); // use XR camera for rendering
1586
+
1587
+ }
1588
+
1589
+ //
1590
+
1591
+ const canvasTarget = this._canvasTarget;
1592
+
1593
+ let viewport = canvasTarget._viewport;
1594
+ let scissor = canvasTarget._scissor;
1595
+ let pixelRatio = canvasTarget._pixelRatio;
1596
+
1597
+ if ( renderTarget !== null ) {
1598
+
1599
+ viewport = renderTarget.viewport;
1600
+ scissor = renderTarget.scissor;
1601
+ pixelRatio = 1;
1602
+
1603
+ }
1604
+
1605
+ this.getDrawingBufferSize( _drawingBufferSize );
1606
+
1607
+ _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
1608
+
1609
+ const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
1610
+ const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
1611
+
1612
+ renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
1613
+ renderContext.viewportValue.width >>= activeMipmapLevel;
1614
+ renderContext.viewportValue.height >>= activeMipmapLevel;
1615
+ renderContext.viewportValue.minDepth = minDepth;
1616
+ renderContext.viewportValue.maxDepth = maxDepth;
1617
+ renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
1618
+
1619
+ renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
1620
+ renderContext.scissor = canvasTarget._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
1621
+ renderContext.scissorValue.width >>= activeMipmapLevel;
1622
+ renderContext.scissorValue.height >>= activeMipmapLevel;
1623
+
1624
+ if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
1625
+ renderContext.clippingContext.updateGlobal( sceneRef, camera );
1626
+
1627
+ //
1628
+
1629
+ sceneRef.onBeforeRender( this, scene, camera, renderTarget );
1630
+
1631
+ //
1632
+
1633
+ const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
1634
+
1635
+ if ( ! camera.isArrayCamera ) {
1636
+
1637
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1638
+ frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
1639
+
1640
+ }
1641
+
1642
+ const renderList = this._renderLists.get( scene, camera );
1643
+ renderList.begin();
1644
+
1645
+ this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
1646
+
1647
+ renderList.finish();
1648
+
1649
+ if ( this.sortObjects === true ) {
1650
+
1651
+ renderList.sort( this._opaqueSort, this._transparentSort );
1652
+
1653
+ }
1654
+
1655
+ //
1656
+
1657
+ if ( renderTarget !== null ) {
1658
+
1659
+ this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
1660
+
1661
+ const renderTargetData = this._textures.get( renderTarget );
1662
+
1663
+ renderContext.textures = renderTargetData.textures;
1664
+ renderContext.depthTexture = renderTargetData.depthTexture;
1665
+ renderContext.width = renderTargetData.width;
1666
+ renderContext.height = renderTargetData.height;
1667
+ renderContext.renderTarget = renderTarget;
1668
+ renderContext.depth = renderTarget.depthBuffer;
1669
+ renderContext.stencil = renderTarget.stencilBuffer;
1670
+
1671
+ } else {
1672
+
1673
+ renderContext.textures = null;
1674
+ renderContext.depthTexture = null;
1675
+ renderContext.width = _drawingBufferSize.width;
1676
+ renderContext.height = _drawingBufferSize.height;
1677
+ renderContext.depth = this.depth;
1678
+ renderContext.stencil = this.stencil;
1679
+
1680
+ }
1681
+
1682
+ renderContext.width >>= activeMipmapLevel;
1683
+ renderContext.height >>= activeMipmapLevel;
1684
+ renderContext.activeCubeFace = activeCubeFace;
1685
+ renderContext.activeMipmapLevel = activeMipmapLevel;
1686
+ renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
1687
+
1688
+ //
1689
+
1690
+ renderContext.scissorValue.max( _vector4.set( 0, 0, 0, 0 ) );
1691
+
1692
+ if ( renderContext.scissorValue.x + renderContext.scissorValue.width > renderContext.width ) {
1693
+
1694
+ renderContext.scissorValue.width = Math.max( renderContext.width - renderContext.scissorValue.x, 0 );
1695
+
1696
+ }
1697
+
1698
+ if ( renderContext.scissorValue.y + renderContext.scissorValue.height > renderContext.height ) {
1699
+
1700
+ renderContext.scissorValue.height = Math.max( renderContext.height - renderContext.scissorValue.y, 0 );
1701
+
1702
+ }
1703
+
1704
+ //
1705
+
1706
+ this._background.update( sceneRef, renderList, renderContext );
1707
+
1708
+ //
1709
+
1710
+ renderContext.camera = camera;
1711
+ this.backend.beginRender( renderContext );
1712
+
1713
+ // process render lists
1714
+
1715
+ const {
1716
+ bundles,
1717
+ lightsNode,
1718
+ transparentDoublePass: transparentDoublePassObjects,
1719
+ transparent: transparentObjects,
1720
+ opaque: opaqueObjects
1721
+ } = renderList;
1722
+
1723
+ if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
1724
+ if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
1725
+ if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
1726
+
1727
+ // finish render pass
1728
+
1729
+ this.backend.finishRender( renderContext );
1730
+
1731
+ // restore render tree
1732
+
1733
+ nodeFrame.renderId = previousRenderId;
1734
+
1735
+ this._currentRenderContext = previousRenderContext;
1736
+ this._currentRenderObjectFunction = previousRenderObjectFunction;
1737
+ this._handleObjectFunction = previousHandleObjectFunction;
1738
+
1739
+ //
1740
+
1741
+ this._callDepth --;
1742
+
1743
+ if ( frameBufferTarget !== null ) {
1744
+
1745
+ this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
1746
+
1747
+ this._renderOutput( renderTarget );
1748
+
1749
+ }
1750
+
1751
+ //
1752
+
1753
+ sceneRef.onAfterRender( this, scene, camera, renderTarget );
1754
+
1755
+ //
1756
+
1757
+ this.inspector.finishRender( this.backend.getTimestampUID( renderContext ) );
1758
+
1759
+ //
1760
+
1761
+ return renderContext;
1762
+
1763
+ }
1764
+
1765
+ _setXRLayerSize( width, height ) {
1766
+
1767
+ // TODO: Find a better solution to resize the canvas when in XR.
1768
+
1769
+ this._canvasTarget._width = width;
1770
+ this._canvasTarget._height = height;
1771
+
1772
+ this.setViewport( 0, 0, width, height );
1773
+
1774
+ }
1775
+
1776
+ /**
1777
+ * The output pass performs tone mapping and color space conversion.
1778
+ *
1779
+ * @private
1780
+ * @param {RenderTarget} renderTarget - The current render target.
1781
+ */
1782
+ _renderOutput( renderTarget ) {
1783
+
1784
+ const cacheKey = this._nodes.getOutputCacheKey();
1785
+
1786
+ let quadData = this._quadCache.get( renderTarget.texture );
1787
+ let quad;
1788
+
1789
+ if ( quadData === undefined ) {
1790
+
1791
+ quad = new QuadMesh( new NodeMaterial() );
1792
+ quad.name = 'Output Color Transform';
1793
+ quad.material.name = 'outputColorTransform';
1794
+
1795
+ quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
1796
+
1797
+ quadData = {
1798
+ quad,
1799
+ cacheKey
1800
+ };
1801
+
1802
+ this._quadCache.set( renderTarget.texture, quadData );
1803
+
1804
+ // dispose logic
1805
+
1806
+ const dispose = () => {
1807
+
1808
+ quad.material.dispose();
1809
+
1810
+ this._quadCache.delete( renderTarget.texture );
1811
+
1812
+ renderTarget.texture.removeEventListener( 'dispose', dispose );
1813
+
1814
+ };
1815
+
1816
+ renderTarget.texture.addEventListener( 'dispose', dispose );
1817
+
1818
+ } else {
1819
+
1820
+ quad = quadData.quad;
1821
+
1822
+ if ( quadData.cacheKey !== cacheKey ) {
1823
+
1824
+ quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
1825
+ quad.material.needsUpdate = true;
1826
+
1827
+ quadData.cacheKey = cacheKey;
1828
+
1829
+ }
1830
+
1831
+ }
1832
+
1833
+ // a clear operation clears the intermediate renderTarget texture, but should not update the screen canvas.
1834
+
1835
+ const currentAutoClear = this.autoClear;
1836
+ const currentXR = this.xr.enabled;
1837
+
1838
+ this.autoClear = false;
1839
+ this.xr.enabled = false;
1840
+
1841
+ this._renderScene( quad, quad.camera, false );
1842
+
1843
+ this.autoClear = currentAutoClear;
1844
+ this.xr.enabled = currentXR;
1845
+
1846
+
1847
+ }
1848
+
1849
+ /**
1850
+ * Returns the maximum available anisotropy for texture filtering.
1851
+ *
1852
+ * @return {number} The maximum available anisotropy.
1853
+ */
1854
+ getMaxAnisotropy() {
1855
+
1856
+ return this.backend.capabilities.getMaxAnisotropy();
1857
+
1858
+ }
1859
+
1860
+ /**
1861
+ * Returns the active cube face.
1862
+ *
1863
+ * @return {number} The active cube face.
1864
+ */
1865
+ getActiveCubeFace() {
1866
+
1867
+ return this._activeCubeFace;
1868
+
1869
+ }
1870
+
1871
+ /**
1872
+ * Returns the active mipmap level.
1873
+ *
1874
+ * @return {number} The active mipmap level.
1875
+ */
1876
+ getActiveMipmapLevel() {
1877
+
1878
+ return this._activeMipmapLevel;
1879
+
1880
+ }
1881
+
1882
+ /**
1883
+ * Applications are advised to always define the animation loop
1884
+ * with this method and not manually with `requestAnimationFrame()`
1885
+ * for best compatibility.
1886
+ *
1887
+ * @async
1888
+ * @param {?onAnimationCallback} callback - The application's animation loop.
1889
+ * @return {Promise} A Promise that resolves when the set has been executed.
1890
+ */
1891
+ async setAnimationLoop( callback ) {
1892
+
1893
+ if ( this._initialized === false ) await this.init();
1894
+
1895
+ this._animation.setAnimationLoop( callback );
1896
+
1897
+ }
1898
+
1899
+ /**
1900
+ * Returns the current animation loop callback.
1901
+ *
1902
+ * @return {?Function} The current animation loop callback.
1903
+ */
1904
+ getAnimationLoop() {
1905
+
1906
+ return this._animation.getAnimationLoop();
1907
+
1908
+ }
1909
+
1910
+ /**
1911
+ * Can be used to transfer buffer data from a storage buffer attribute
1912
+ * from the GPU to the CPU in context of compute shaders.
1913
+ *
1914
+ * @async
1915
+ * @param {BufferAttribute} attribute - The storage buffer attribute to read frm.
1916
+ * @param {ReadbackBuffer|ArrayBuffer} target - The storage buffer attribute.
1917
+ * @param {number} offset - The storage buffer attribute.
1918
+ * @param {number} count - The offset from which to start reading the
1919
+ * @return {Promise<ArrayBuffer|ReadbackBuffer>} A promise that resolves with the buffer data when the data are ready.
1920
+ */
1921
+ async getArrayBufferAsync( attribute, target = null, offset = 0, count = - 1 ) {
1922
+
1923
+ // tally the memory for this readback buffer
1924
+ if ( target !== null && target.isReadbackBuffer ) {
1925
+
1926
+ if ( this.info.memoryMap.has( target ) === false ) {
1927
+
1928
+ this.info.createReadbackBuffer( target );
1929
+
1930
+ const disposeInfo = () => {
1931
+
1932
+ target.removeEventListener( 'dispose', disposeInfo );
1933
+
1934
+ this.info.destroyReadbackBuffer( target );
1935
+
1936
+ };
1937
+
1938
+ target.addEventListener( 'dispose', disposeInfo );
1939
+
1940
+ }
1941
+
1942
+ }
1943
+
1944
+ if ( offset % 4 !== 0 || ( count > 0 && count % 4 !== 0 ) ) {
1945
+
1946
+ throw new Error( 'THREE.Renderer: "getArrayBufferAsync()" offset and count must be a multiple of 4.' );
1947
+
1948
+ }
1949
+
1950
+ return await this.backend.getArrayBufferAsync( attribute, target, offset, count );
1951
+
1952
+ }
1953
+
1954
+ /**
1955
+ * Returns the rendering context.
1956
+ *
1957
+ * @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context.
1958
+ */
1959
+ getContext() {
1960
+
1961
+ return this.backend.getContext();
1962
+
1963
+ }
1964
+
1965
+ /**
1966
+ * Returns the pixel ratio.
1967
+ *
1968
+ * @return {number} The pixel ratio.
1969
+ */
1970
+ getPixelRatio() {
1971
+
1972
+ return this._canvasTarget.getPixelRatio();
1973
+
1974
+ }
1975
+
1976
+ /**
1977
+ * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
1978
+ *
1979
+ * @param {Vector2} target - The method writes the result in this target object.
1980
+ * @return {Vector2} The drawing buffer size.
1981
+ */
1982
+ getDrawingBufferSize( target ) {
1983
+
1984
+ return this._canvasTarget.getDrawingBufferSize( target );
1985
+
1986
+ }
1987
+
1988
+ /**
1989
+ * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
1990
+ *
1991
+ * @param {Vector2} target - The method writes the result in this target object.
1992
+ * @return {Vector2} The renderer's size in logical pixels.
1993
+ */
1994
+ getSize( target ) {
1995
+
1996
+ return this._canvasTarget.getSize( target );
1997
+
1998
+ }
1999
+
2000
+ /**
2001
+ * Sets the given pixel ratio and resizes the canvas if necessary.
2002
+ *
2003
+ * @param {number} [value=1] - The pixel ratio.
2004
+ */
2005
+ setPixelRatio( value = 1 ) {
2006
+
2007
+ this._canvasTarget.setPixelRatio( value );
2008
+
2009
+ }
2010
+
2011
+ /**
2012
+ * This method allows to define the drawing buffer size by specifying
2013
+ * width, height and pixel ratio all at once. The size of the drawing
2014
+ * buffer is computed with this formula:
2015
+ * ```js
2016
+ * size.x = width * pixelRatio;
2017
+ * size.y = height * pixelRatio;
2018
+ * ```
2019
+ *
2020
+ * @param {number} width - The width in logical pixels.
2021
+ * @param {number} height - The height in logical pixels.
2022
+ * @param {number} pixelRatio - The pixel ratio.
2023
+ */
2024
+ setDrawingBufferSize( width, height, pixelRatio ) {
2025
+
2026
+ // Renderer can't be resized while presenting in XR.
2027
+ if ( this.xr && this.xr.isPresenting ) return;
2028
+
2029
+ this._canvasTarget.setDrawingBufferSize( width, height, pixelRatio );
2030
+
2031
+ }
2032
+
2033
+ /**
2034
+ * Sets the size of the renderer.
2035
+ *
2036
+ * @param {number} width - The width in logical pixels.
2037
+ * @param {number} height - The height in logical pixels.
2038
+ * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
2039
+ */
2040
+ setSize( width, height, updateStyle = true ) {
2041
+
2042
+ // Renderer can't be resized while presenting in XR.
2043
+ if ( this.xr && this.xr.isPresenting ) return;
2044
+
2045
+ this._canvasTarget.setSize( width, height, updateStyle );
2046
+
2047
+ }
2048
+
2049
+ /**
2050
+ * Defines a manual sort function for the opaque render list.
2051
+ * Pass `null` to use the default sort.
2052
+ *
2053
+ * @param {Function} method - The sort function.
2054
+ */
2055
+ setOpaqueSort( method ) {
2056
+
2057
+ this._opaqueSort = method;
2058
+
2059
+ }
2060
+
2061
+ /**
2062
+ * Defines a manual sort function for the transparent render list.
2063
+ * Pass `null` to use the default sort.
2064
+ *
2065
+ * @param {Function} method - The sort function.
2066
+ */
2067
+ setTransparentSort( method ) {
2068
+
2069
+ this._transparentSort = method;
2070
+
2071
+ }
2072
+
2073
+ /**
2074
+ * Returns the scissor rectangle.
2075
+ *
2076
+ * @param {Vector4} target - The method writes the result in this target object.
2077
+ * @return {Vector4} The scissor rectangle.
2078
+ */
2079
+ getScissor( target ) {
2080
+
2081
+ return this._canvasTarget.getScissor( target );
2082
+
2083
+ }
2084
+
2085
+ /**
2086
+ * Defines the scissor rectangle.
2087
+ *
2088
+ * @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the box in logical pixel unit.
2089
+ * Instead of passing four arguments, the method also works with a single four-dimensional vector.
2090
+ * @param {number} y - The vertical coordinate for the upper left corner of the box in logical pixel unit.
2091
+ * @param {number} width - The width of the scissor box in logical pixel unit.
2092
+ * @param {number} height - The height of the scissor box in logical pixel unit.
2093
+ */
2094
+ setScissor( x, y, width, height ) {
2095
+
2096
+ this._canvasTarget.setScissor( x, y, width, height );
2097
+
2098
+ }
2099
+
2100
+ /**
2101
+ * Returns the scissor test value.
2102
+ *
2103
+ * @return {boolean} Whether the scissor test should be enabled or not.
2104
+ */
2105
+ getScissorTest() {
2106
+
2107
+ return this._canvasTarget.getScissorTest();
2108
+
2109
+ }
2110
+
2111
+ /**
2112
+ * Defines the scissor test.
2113
+ *
2114
+ * @param {boolean} boolean - Whether the scissor test should be enabled or not.
2115
+ */
2116
+ setScissorTest( boolean ) {
2117
+
2118
+ this._canvasTarget.setScissorTest( boolean );
2119
+
2120
+ // TODO: Move it to CanvasTarget event listener.
2121
+
2122
+ this.backend.setScissorTest( boolean );
2123
+
2124
+ }
2125
+
2126
+ /**
2127
+ * Returns the viewport definition.
2128
+ *
2129
+ * @param {Vector4} target - The method writes the result in this target object.
2130
+ * @return {Vector4} The viewport definition.
2131
+ */
2132
+ getViewport( target ) {
2133
+
2134
+ return this._canvasTarget.getViewport( target );
2135
+
2136
+ }
2137
+
2138
+ /**
2139
+ * Defines the viewport.
2140
+ *
2141
+ * @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the viewport origin in logical pixel unit.
2142
+ * @param {number} y - The vertical coordinate for the upper left corner of the viewport origin in logical pixel unit.
2143
+ * @param {number} width - The width of the viewport in logical pixel unit.
2144
+ * @param {number} height - The height of the viewport in logical pixel unit.
2145
+ * @param {number} minDepth - The minimum depth value of the viewport. WebGPU only.
2146
+ * @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only.
2147
+ */
2148
+ setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
2149
+
2150
+ this._canvasTarget.setViewport( x, y, width, height, minDepth, maxDepth );
2151
+
2152
+ }
2153
+
2154
+ /**
2155
+ * Returns the clear color.
2156
+ *
2157
+ * @param {Color} target - The method writes the result in this target object.
2158
+ * @return {Color} The clear color.
2159
+ */
2160
+ getClearColor( target ) {
2161
+
2162
+ return target.copy( this._clearColor );
2163
+
2164
+ }
2165
+
2166
+ /**
2167
+ * Defines the clear color and optionally the clear alpha.
2168
+ *
2169
+ * @param {Color} color - The clear color.
2170
+ * @param {number} [alpha=1] - The clear alpha.
2171
+ */
2172
+ setClearColor( color, alpha = 1 ) {
2173
+
2174
+ this._clearColor.set( color );
2175
+ this._clearColor.a = alpha;
2176
+
2177
+ }
2178
+
2179
+ /**
2180
+ * Returns the clear alpha.
2181
+ *
2182
+ * @return {number} The clear alpha.
2183
+ */
2184
+ getClearAlpha() {
2185
+
2186
+ return this._clearColor.a;
2187
+
2188
+ }
2189
+
2190
+ /**
2191
+ * Defines the clear alpha.
2192
+ *
2193
+ * @param {number} alpha - The clear alpha.
2194
+ */
2195
+ setClearAlpha( alpha ) {
2196
+
2197
+ this._clearColor.a = alpha;
2198
+
2199
+ }
2200
+
2201
+ /**
2202
+ * Returns the clear depth.
2203
+ *
2204
+ * @return {number} The clear depth.
2205
+ */
2206
+ getClearDepth() {
2207
+
2208
+ return ( this.reversedDepthBuffer === true ) ? 1 - this._clearDepth : this._clearDepth;
2209
+
2210
+ }
2211
+
2212
+ /**
2213
+ * Defines the clear depth.
2214
+ *
2215
+ * @param {number} depth - The clear depth.
2216
+ */
2217
+ setClearDepth( depth ) {
2218
+
2219
+ this._clearDepth = depth;
2220
+
2221
+ }
2222
+
2223
+ /**
2224
+ * Returns the clear stencil.
2225
+ *
2226
+ * @return {number} The clear stencil.
2227
+ */
2228
+ getClearStencil() {
2229
+
2230
+ return this._clearStencil;
2231
+
2232
+ }
2233
+
2234
+ /**
2235
+ * Defines the clear stencil.
2236
+ *
2237
+ * @param {number} stencil - The clear stencil.
2238
+ */
2239
+ setClearStencil( stencil ) {
2240
+
2241
+ this._clearStencil = stencil;
2242
+
2243
+ }
2244
+
2245
+ /**
2246
+ * This method performs an occlusion query for the given 3D object.
2247
+ * It returns `true` if the given 3D object is fully occluded by other
2248
+ * 3D objects in the scene.
2249
+ *
2250
+ * @param {Object3D} object - The 3D object to test.
2251
+ * @return {boolean} Whether the 3D object is fully occluded or not.
2252
+ */
2253
+ isOccluded( object ) {
2254
+
2255
+ const renderContext = this._currentRenderContext;
2256
+
2257
+ return renderContext && this.backend.isOccluded( renderContext, object );
2258
+
2259
+ }
2260
+
2261
+ /**
2262
+ * Performs a manual clear operation. This method ignores `autoClear` properties.
2263
+ *
2264
+ * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
2265
+ * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
2266
+ * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
2267
+ */
2268
+ clear( color = true, depth = true, stencil = true ) {
2269
+
2270
+ if ( this._initialized === false ) {
2271
+
2272
+ throw new Error( 'Renderer: .clear() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );
2273
+
2274
+ }
2275
+
2276
+ const renderTarget = this._renderTarget || this._getFrameBufferTarget();
2277
+
2278
+ let renderContext = null;
2279
+
2280
+ if ( renderTarget !== null ) {
2281
+
2282
+ this._textures.updateRenderTarget( renderTarget );
2283
+
2284
+ const renderTargetData = this._textures.get( renderTarget );
2285
+
2286
+ renderContext = this._renderContexts.get( renderTarget, null, - 1 ); // using - 1 for the call depth to get a render context for the clear operation
2287
+ renderContext.textures = renderTargetData.textures;
2288
+ renderContext.depthTexture = renderTargetData.depthTexture;
2289
+ renderContext.width = renderTargetData.width;
2290
+ renderContext.height = renderTargetData.height;
2291
+ renderContext.renderTarget = renderTarget;
2292
+ renderContext.depth = renderTarget.depthBuffer;
2293
+ renderContext.stencil = renderTarget.stencilBuffer;
2294
+ // #30329
2295
+ const color = this.backend.getClearColor();
2296
+ renderContext.clearColorValue.r = color.r;
2297
+ renderContext.clearColorValue.g = color.g;
2298
+ renderContext.clearColorValue.b = color.b;
2299
+ renderContext.clearColorValue.a = color.a;
2300
+ renderContext.clearDepthValue = this.getClearDepth();
2301
+ renderContext.clearStencilValue = this.getClearStencil();
2302
+ renderContext.activeCubeFace = this.getActiveCubeFace();
2303
+ renderContext.activeMipmapLevel = this.getActiveMipmapLevel();
2304
+
2305
+ if ( renderTarget.depthBuffer === true ) renderTargetData.depthInitialized = true;
2306
+
2307
+ }
2308
+
2309
+ this.backend.clear( color, depth, stencil, renderContext );
2310
+
2311
+ if ( renderTarget !== null && this._renderTarget === null ) {
2312
+
2313
+ this._renderOutput( renderTarget );
2314
+
2315
+ }
2316
+
2317
+ }
2318
+
2319
+ /**
2320
+ * Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties.
2321
+ */
2322
+ clearColor() {
2323
+
2324
+ this.clear( true, false, false );
2325
+
2326
+ }
2327
+
2328
+ /**
2329
+ * Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties.
2330
+ */
2331
+ clearDepth() {
2332
+
2333
+ this.clear( false, true, false );
2334
+
2335
+ }
2336
+
2337
+ /**
2338
+ * Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties.
2339
+ */
2340
+ clearStencil() {
2341
+
2342
+ this.clear( false, false, true );
2343
+
2344
+ }
2345
+
2346
+ /**
2347
+ * Async version of {@link Renderer#clear}.
2348
+ *
2349
+ * @async
2350
+ * @deprecated
2351
+ * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
2352
+ * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
2353
+ * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
2354
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2355
+ */
2356
+ async clearAsync( color = true, depth = true, stencil = true ) {
2357
+
2358
+ warnOnce( 'Renderer: "clearAsync()" has been deprecated. Use "clear()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2359
+
2360
+ await this.init();
2361
+
2362
+ this.clear( color, depth, stencil );
2363
+
2364
+ }
2365
+
2366
+ /**
2367
+ * Async version of {@link Renderer#clearColor}.
2368
+ *
2369
+ * @async
2370
+ * @deprecated
2371
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2372
+ */
2373
+ async clearColorAsync() {
2374
+
2375
+ warnOnce( 'Renderer: "clearColorAsync()" has been deprecated. Use "clearColor()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2376
+
2377
+ this.clear( true, false, false );
2378
+
2379
+ }
2380
+
2381
+ /**
2382
+ * Async version of {@link Renderer#clearDepth}.
2383
+ *
2384
+ * @async
2385
+ * @deprecated
2386
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2387
+ */
2388
+ async clearDepthAsync() {
2389
+
2390
+ warnOnce( 'Renderer: "clearDepthAsync()" has been deprecated. Use "clearDepth()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2391
+
2392
+ this.clear( false, true, false );
2393
+
2394
+ }
2395
+
2396
+ /**
2397
+ * Async version of {@link Renderer#clearStencil}.
2398
+ *
2399
+ * @async
2400
+ * @deprecated
2401
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2402
+ */
2403
+ async clearStencilAsync() {
2404
+
2405
+ warnOnce( 'Renderer: "clearStencilAsync()" has been deprecated. Use "clearStencil()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2406
+
2407
+ this.clear( false, false, true );
2408
+
2409
+ }
2410
+
2411
+ /**
2412
+ * Returns `true` if a framebuffer target is needed to perform tone mapping or color space conversion.
2413
+ * If this is the case, the renderer allocates an internal render target for that purpose.
2414
+ *
2415
+ */
2416
+ get needsFrameBufferTarget() {
2417
+
2418
+ const useToneMapping = this.currentToneMapping !== NoToneMapping;
2419
+ const useColorSpace = this.currentColorSpace !== ColorManagement.workingColorSpace;
2420
+
2421
+ return useToneMapping || useColorSpace;
2422
+
2423
+ }
2424
+
2425
+ /**
2426
+ * The number of samples used for multi-sample anti-aliasing (MSAA).
2427
+ *
2428
+ * @type {number}
2429
+ * @default 0
2430
+ */
2431
+ get samples() {
2432
+
2433
+ return this._samples;
2434
+
2435
+ }
2436
+
2437
+ /**
2438
+ * The current number of samples used for multi-sample anti-aliasing (MSAA).
2439
+ *
2440
+ * When rendering to a custom render target, the number of samples of that render target is used.
2441
+ * If the renderer needs an internal framebuffer target for tone mapping or color space conversion,
2442
+ * the number of samples is set to 0.
2443
+ *
2444
+ * @type {number}
2445
+ */
2446
+ get currentSamples() {
2447
+
2448
+ let samples = this._samples;
2449
+
2450
+ if ( this._renderTarget !== null ) {
2451
+
2452
+ samples = this._renderTarget.samples;
2453
+
2454
+ } else if ( this.needsFrameBufferTarget ) {
2455
+
2456
+ samples = 0;
2457
+
2458
+ }
2459
+
2460
+ return samples;
2461
+
2462
+ }
2463
+
2464
+ /**
2465
+ * The current tone mapping of the renderer. When not producing screen output,
2466
+ * the tone mapping is always `NoToneMapping`.
2467
+ *
2468
+ * @type {number}
2469
+ */
2470
+ get currentToneMapping() {
2471
+
2472
+ return this.isOutputTarget ? this.toneMapping : NoToneMapping;
2473
+
2474
+ }
2475
+
2476
+ /**
2477
+ * The current color space of the renderer. When not producing screen output,
2478
+ * the color space is always the working color space.
2479
+ *
2480
+ * @type {string}
2481
+ */
2482
+ get currentColorSpace() {
2483
+
2484
+ return this.isOutputTarget ? this.outputColorSpace : ColorManagement.workingColorSpace;
2485
+
2486
+ }
2487
+
2488
+ /**
2489
+ * Returns `true` if the rendering settings are set to screen output.
2490
+ *
2491
+ * @returns {boolean} True if the current render target is the same of output render target or `null`, otherwise false.
2492
+ */
2493
+ get isOutputTarget() {
2494
+
2495
+ return this._renderTarget === this._outputRenderTarget || this._renderTarget === null;
2496
+
2497
+ }
2498
+
2499
+ /**
2500
+ * Frees all internal resources of the renderer. Call this method if the renderer
2501
+ * is no longer in use by your app.
2502
+ */
2503
+ dispose() {
2504
+
2505
+ if ( this._initialized === true ) {
2506
+
2507
+ this.info.dispose();
2508
+ this.backend.dispose();
2509
+
2510
+ this._animation.dispose();
2511
+ this._objects.dispose();
2512
+ this._geometries.dispose();
2513
+ this._pipelines.dispose();
2514
+ this._nodes.dispose();
2515
+ this._bindings.dispose();
2516
+ this._renderLists.dispose();
2517
+ this._renderContexts.dispose();
2518
+ this._textures.dispose();
2519
+
2520
+ for ( const canvasTarget of this._frameBufferTargets.keys() ) {
2521
+
2522
+ canvasTarget.dispose();
2523
+
2524
+ }
2525
+
2526
+ Object.values( this.backend.timestampQueryPool ).forEach( queryPool => {
2527
+
2528
+ if ( queryPool !== null ) queryPool.dispose();
2529
+
2530
+ } );
2531
+
2532
+ }
2533
+
2534
+ this.setRenderTarget( null );
2535
+ this.setAnimationLoop( null );
2536
+
2537
+ }
2538
+
2539
+ /**
2540
+ * Sets the given render target. Calling this method means the renderer does not
2541
+ * target the default framebuffer (meaning the canvas) anymore but a custom framebuffer.
2542
+ * Use `null` as the first argument to reset the state.
2543
+ *
2544
+ * @param {?RenderTarget} renderTarget - The render target to set.
2545
+ * @param {number} [activeCubeFace=0] - The active cube face.
2546
+ * @param {number} [activeMipmapLevel=0] - The active mipmap level.
2547
+ */
2548
+ setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
2549
+
2550
+ this._renderTarget = renderTarget;
2551
+ this._activeCubeFace = activeCubeFace;
2552
+ this._activeMipmapLevel = activeMipmapLevel;
2553
+
2554
+ }
2555
+
2556
+ /**
2557
+ * Returns the current render target.
2558
+ *
2559
+ * @return {?RenderTarget} The render target. Returns `null` if no render target is set.
2560
+ */
2561
+ getRenderTarget() {
2562
+
2563
+ return this._renderTarget;
2564
+
2565
+ }
2566
+
2567
+ /**
2568
+ * Sets the output render target for the renderer.
2569
+ *
2570
+ * @param {?RenderTarget} renderTarget - The render target to set as the output target.
2571
+ */
2572
+ setOutputRenderTarget( renderTarget ) {
2573
+
2574
+ this._outputRenderTarget = renderTarget;
2575
+
2576
+ }
2577
+
2578
+ /**
2579
+ * Returns the current output target.
2580
+ *
2581
+ * @return {?RenderTarget} The current output render target. Returns `null` if no output target is set.
2582
+ */
2583
+ getOutputRenderTarget() {
2584
+
2585
+ return this._outputRenderTarget;
2586
+
2587
+ }
2588
+
2589
+ /**
2590
+ * Sets the canvas target. The canvas target manages the HTML canvas
2591
+ * or the offscreen canvas the renderer draws into.
2592
+ *
2593
+ * @param {CanvasTarget} canvasTarget - The canvas target.
2594
+ */
2595
+ setCanvasTarget( canvasTarget ) {
2596
+
2597
+ this._canvasTarget.removeEventListener( 'resize', this._onCanvasTargetResize );
2598
+
2599
+ this._canvasTarget = canvasTarget;
2600
+ this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );
2601
+
2602
+ }
2603
+
2604
+ /**
2605
+ * Returns the current canvas target.
2606
+ *
2607
+ * @return {CanvasTarget} The current canvas target.
2608
+ */
2609
+ getCanvasTarget() {
2610
+
2611
+ return this._canvasTarget;
2612
+
2613
+ }
2614
+
2615
+ /**
2616
+ * Resets the renderer to the initial state before WebXR started.
2617
+ *
2618
+ * @private
2619
+ */
2620
+ _resetXRState() {
2621
+
2622
+ this.backend.setXRTarget( null );
2623
+ this.setOutputRenderTarget( null );
2624
+ this.setRenderTarget( null );
2625
+
2626
+ for ( const canvasTarget of this._frameBufferTargets.keys() ) {
2627
+
2628
+ canvasTarget.dispose();
2629
+
2630
+ }
2631
+
2632
+ }
2633
+
2634
+ /**
2635
+ * Callback for {@link Renderer#setRenderObjectFunction}.
2636
+ *
2637
+ * @callback renderObjectFunction
2638
+ * @param {Object3D} object - The 3D object.
2639
+ * @param {Scene} scene - The scene the 3D object belongs to.
2640
+ * @param {Camera} camera - The camera the object should be rendered with.
2641
+ * @param {BufferGeometry} geometry - The object's geometry.
2642
+ * @param {Material} material - The object's material.
2643
+ * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
2644
+ * @param {LightsNode} lightsNode - The current lights node.
2645
+ * @param {ClippingContext} clippingContext - The clipping context.
2646
+ * @param {?string} [passId=null] - An optional ID for identifying the pass.
2647
+ */
2648
+
2649
+ /**
2650
+ * Sets the given render object function. Calling this method overwrites the default implementation
2651
+ * which is {@link Renderer#renderObject}. Defining a custom function can be useful
2652
+ * if you want to modify the way objects are rendered. For example you can define things like "every
2653
+ * object that has material of a certain type should perform a pre-pass with a special overwrite material".
2654
+ * The custom function must always call `renderObject()` in its implementation.
2655
+ *
2656
+ * Use `null` as the first argument to reset the state.
2657
+ *
2658
+ * @param {?renderObjectFunction} renderObjectFunction - The render object function.
2659
+ */
2660
+ setRenderObjectFunction( renderObjectFunction ) {
2661
+
2662
+ this._renderObjectFunction = renderObjectFunction;
2663
+
2664
+ }
2665
+
2666
+ /**
2667
+ * Returns the current render object function.
2668
+ *
2669
+ * @return {?Function} The current render object function. Returns `null` if no function is set.
2670
+ */
2671
+ getRenderObjectFunction() {
2672
+
2673
+ return this._renderObjectFunction;
2674
+
2675
+ }
2676
+
2677
+ /**
2678
+ * Execute a single or an array of compute nodes. This method can only be called
2679
+ * if the renderer has been initialized.
2680
+ *
2681
+ * @param {Node|Array<Node>} computeNodes - The compute node(s).
2682
+ * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
2683
+ * - A single number representing count, or
2684
+ * - An array [x, y, z] representing dispatch size, or
2685
+ * - A IndirectStorageBufferAttribute for indirect dispatch size.
2686
+ * @return {Promise|undefined} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized.
2687
+ */
2688
+ compute( computeNodes, dispatchSize = null ) {
2689
+
2690
+ if ( this._isDeviceLost === true ) return;
2691
+
2692
+ if ( this._initialized === false ) {
2693
+
2694
+ warn( 'Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' );
2695
+
2696
+ return this.computeAsync( computeNodes, dispatchSize );
2697
+
2698
+ }
2699
+
2700
+ //
2701
+
2702
+ const nodeFrame = this._nodes.nodeFrame;
2703
+
2704
+ const previousRenderId = nodeFrame.renderId;
2705
+
2706
+ //
2707
+
2708
+ this.info.calls ++;
2709
+ this.info.compute.calls ++;
2710
+ this.info.compute.frameCalls ++;
2711
+
2712
+ nodeFrame.renderId = this.info.calls;
2713
+
2714
+ //
2715
+
2716
+ this.backend.updateTimeStampUID( computeNodes );
2717
+
2718
+ this.inspector.beginCompute( this.backend.getTimestampUID( computeNodes ), computeNodes );
2719
+
2720
+ //
2721
+
2722
+ const backend = this.backend;
2723
+ const pipelines = this._pipelines;
2724
+ const bindings = this._bindings;
2725
+ const nodes = this._nodes;
2726
+
2727
+ const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
2728
+
2729
+ if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
2730
+
2731
+ throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
2732
+
2733
+ }
2734
+
2735
+ backend.beginCompute( computeNodes );
2736
+
2737
+ for ( const computeNode of computeList ) {
2738
+
2739
+ // onInit
2740
+
2741
+ if ( pipelines.has( computeNode ) === false ) {
2742
+
2743
+ const dispose = () => {
2744
+
2745
+ computeNode.removeEventListener( 'dispose', dispose );
2746
+
2747
+ pipelines.delete( computeNode );
2748
+ bindings.deleteForCompute( computeNode );
2749
+ nodes.delete( computeNode );
2750
+
2751
+ };
2752
+
2753
+ computeNode.addEventListener( 'dispose', dispose );
2754
+
2755
+ //
2756
+
2757
+ const onInitFn = computeNode.onInitFunction;
2758
+
2759
+ if ( onInitFn !== null ) {
2760
+
2761
+ onInitFn.call( computeNode, { renderer: this } );
2762
+
2763
+ }
2764
+
2765
+ }
2766
+
2767
+ nodes.updateForCompute( computeNode );
2768
+ bindings.updateForCompute( computeNode );
2769
+
2770
+ const computeBindings = bindings.getForCompute( computeNode );
2771
+ const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
2772
+
2773
+ backend.compute( computeNodes, computeNode, computeBindings, computePipeline, dispatchSize );
2774
+
2775
+ }
2776
+
2777
+ backend.finishCompute( computeNodes );
2778
+
2779
+ //
2780
+
2781
+ nodeFrame.renderId = previousRenderId;
2782
+
2783
+ //
2784
+
2785
+ this.inspector.finishCompute( this.backend.getTimestampUID( computeNodes ) );
2786
+
2787
+ }
2788
+
2789
+ /**
2790
+ * Execute a single or an array of compute nodes.
2791
+ *
2792
+ * @async
2793
+ * @param {Node|Array<Node>} computeNodes - The compute node(s).
2794
+ * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
2795
+ * - A single number representing count, or
2796
+ * - An array [x, y, z] representing dispatch size, or
2797
+ * - A IndirectStorageBufferAttribute for indirect dispatch size.
2798
+ * @return {Promise} A Promise that resolve when the compute has finished.
2799
+ */
2800
+ async computeAsync( computeNodes, dispatchSize = null ) {
2801
+
2802
+ if ( this._initialized === false ) await this.init();
2803
+
2804
+ this.compute( computeNodes, dispatchSize );
2805
+
2806
+ }
2807
+
2808
+ /**
2809
+ * Checks if the given feature is supported by the selected backend.
2810
+ *
2811
+ * @async
2812
+ * @deprecated
2813
+ * @param {string} name - The feature's name.
2814
+ * @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
2815
+ */
2816
+ async hasFeatureAsync( name ) {
2817
+
2818
+ warnOnce( 'Renderer: "hasFeatureAsync()" has been deprecated. Use "hasFeature()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2819
+
2820
+ await this.init();
2821
+
2822
+ return this.hasFeature( name );
2823
+
2824
+ }
2825
+
2826
+ async resolveTimestampsAsync( type = 'render' ) {
2827
+
2828
+ if ( this._initialized === false ) await this.init();
2829
+
2830
+ return this.backend.resolveTimestampsAsync( type );
2831
+
2832
+ }
2833
+
2834
+ /**
2835
+ * Checks if the given feature is supported by the selected backend. If the
2836
+ * renderer has not been initialized, this method always returns `false`.
2837
+ *
2838
+ * @param {string} name - The feature's name.
2839
+ * @return {boolean} Whether the feature is supported or not.
2840
+ */
2841
+ hasFeature( name ) {
2842
+
2843
+ if ( this._initialized === false ) {
2844
+
2845
+ throw new Error( 'Renderer: .hasFeature() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );
2846
+
2847
+ }
2848
+
2849
+ return this.backend.hasFeature( name );
2850
+
2851
+ }
2852
+
2853
+ /**
2854
+ * Returns `true` when the renderer has been initialized.
2855
+ *
2856
+ * @return {boolean} Whether the renderer has been initialized or not.
2857
+ */
2858
+ hasInitialized() {
2859
+
2860
+ return this._initialized;
2861
+
2862
+ }
2863
+
2864
+ /**
2865
+ * Initializes the given textures. Useful for preloading a texture rather than waiting until first render
2866
+ * (which can cause noticeable lags due to decode and GPU upload overhead).
2867
+ *
2868
+ * @async
2869
+ * @deprecated
2870
+ * @param {Texture} texture - The texture.
2871
+ * @return {Promise} A Promise that resolves when the texture has been initialized.
2872
+ */
2873
+ async initTextureAsync( texture ) {
2874
+
2875
+ warnOnce( 'Renderer: "initTextureAsync()" has been deprecated. Use "initTexture()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2876
+
2877
+ await this.init();
2878
+
2879
+ this.initTexture( texture );
2880
+
2881
+ }
2882
+
2883
+ /**
2884
+ * Initializes the given texture. Useful for preloading a texture rather than waiting until first render
2885
+ * (which can cause noticeable lags due to decode and GPU upload overhead).
2886
+ *
2887
+ * This method can only be used if the renderer has been initialized.
2888
+ *
2889
+ * @param {Texture} texture - The texture.
2890
+ */
2891
+ initTexture( texture ) {
2892
+
2893
+ if ( this._initialized === false ) {
2894
+
2895
+ throw new Error( 'Renderer: .initTexture() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );
2896
+
2897
+ }
2898
+
2899
+ this._textures.updateTexture( texture );
2900
+
2901
+ }
2902
+
2903
+ /**
2904
+ * Initializes the given render target.
2905
+ *
2906
+ * @param {RenderTarget} renderTarget - The render target to intialize.
2907
+ */
2908
+ initRenderTarget( renderTarget ) {
2909
+
2910
+ if ( this._initialized === false ) {
2911
+
2912
+ throw new Error( 'Renderer: .initRenderTarget() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );
2913
+
2914
+ }
2915
+
2916
+ this._textures.updateRenderTarget( renderTarget );
2917
+
2918
+ const renderTargetData = this._textures.get( renderTarget );
2919
+
2920
+ const renderContext = this._renderContexts.get( renderTarget );
2921
+
2922
+ renderContext.textures = renderTargetData.textures;
2923
+ renderContext.depthTexture = renderTargetData.depthTexture;
2924
+ renderContext.width = renderTargetData.width;
2925
+ renderContext.height = renderTargetData.height;
2926
+ renderContext.renderTarget = renderTarget;
2927
+ renderContext.depth = renderTarget.depthBuffer;
2928
+ renderContext.stencil = renderTarget.stencilBuffer;
2929
+
2930
+ this.backend.initRenderTarget( renderContext );
2931
+
2932
+ }
2933
+
2934
+ /**
2935
+ * Copies the current bound framebuffer into the given texture.
2936
+ *
2937
+ * @param {FramebufferTexture} framebufferTexture - The texture.
2938
+ * @param {?(Vector2|Vector4)} [rectangle=null] - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied.
2939
+ */
2940
+ copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
2941
+
2942
+ if ( rectangle !== null ) {
2943
+
2944
+ if ( rectangle.isVector2 ) {
2945
+
2946
+ rectangle = _vector4.set( rectangle.x, rectangle.y, framebufferTexture.image.width, framebufferTexture.image.height ).floor();
2947
+
2948
+ } else if ( rectangle.isVector4 ) {
2949
+
2950
+ rectangle = _vector4.copy( rectangle ).floor();
2951
+
2952
+ } else {
2953
+
2954
+ error( 'Renderer.copyFramebufferToTexture: Invalid rectangle.' );
2955
+
2956
+ return;
2957
+
2958
+ }
2959
+
2960
+ } else {
2961
+
2962
+ rectangle = _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height );
2963
+
2964
+ }
2965
+
2966
+ //
2967
+
2968
+ let renderContext = this._currentRenderContext;
2969
+ let renderTarget;
2970
+
2971
+ if ( renderContext !== null ) {
2972
+
2973
+ renderTarget = renderContext.renderTarget;
2974
+
2975
+ } else {
2976
+
2977
+ renderTarget = this._renderTarget || this._getFrameBufferTarget();
2978
+
2979
+ if ( renderTarget !== null ) {
2980
+
2981
+ this._textures.updateRenderTarget( renderTarget );
2982
+
2983
+ renderContext = this._textures.get( renderTarget );
2984
+
2985
+ }
2986
+
2987
+ }
2988
+
2989
+ //
2990
+
2991
+ this._textures.updateTexture( framebufferTexture, { renderTarget } );
2992
+
2993
+ this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
2994
+
2995
+ this._inspector.copyFramebufferToTexture( framebufferTexture );
2996
+
2997
+ }
2998
+
2999
+ /**
3000
+ * Copies data of the given source texture into a destination texture.
3001
+ *
3002
+ * @param {Texture} srcTexture - The source texture.
3003
+ * @param {Texture} dstTexture - The destination texture.
3004
+ * @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
3005
+ * @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
3006
+ * @param {number} [srcLevel=0] - The source mip level to copy from.
3007
+ * @param {number} [dstLevel=0] - The destination mip level to copy to.
3008
+ */
3009
+ copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
3010
+
3011
+ this._textures.updateTexture( srcTexture );
3012
+ this._textures.updateTexture( dstTexture );
3013
+
3014
+ this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
3015
+
3016
+ this._inspector.copyTextureToTexture( srcTexture, dstTexture );
3017
+
3018
+ }
3019
+
3020
+ /**
3021
+ * Reads pixel data from the given render target.
3022
+ *
3023
+ * @async
3024
+ * @param {RenderTarget} renderTarget - The render target to read from.
3025
+ * @param {number} x - The `x` coordinate of the copy region's origin.
3026
+ * @param {number} y - The `y` coordinate of the copy region's origin.
3027
+ * @param {number} width - The width of the copy region.
3028
+ * @param {number} height - The height of the copy region.
3029
+ * @param {number} [textureIndex=0] - The texture index of a MRT render target.
3030
+ * @param {number} [faceIndex=0] - The active cube face index.
3031
+ * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
3032
+ */
3033
+ async readRenderTargetPixelsAsync( renderTarget, x, y, width, height, textureIndex = 0, faceIndex = 0 ) {
3034
+
3035
+ return this.backend.copyTextureToBuffer( renderTarget.textures[ textureIndex ], x, y, width, height, faceIndex );
3036
+
3037
+ }
3038
+
3039
+ /**
3040
+ * Analyzes the given 3D object's hierarchy and builds render lists from the
3041
+ * processed hierarchy.
3042
+ *
3043
+ * @private
3044
+ * @param {Object3D} object - The 3D object to process (usually a scene).
3045
+ * @param {Camera} camera - The camera the object is rendered with.
3046
+ * @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups.
3047
+ * @param {RenderList} renderList - The current render list.
3048
+ * @param {ClippingContext} clippingContext - The current clipping context.
3049
+ */
3050
+ _projectObject( object, camera, groupOrder, renderList, clippingContext ) {
3051
+
3052
+ if ( object.visible === false ) return;
3053
+
3054
+ const visible = object.layers.test( camera.layers );
3055
+
3056
+ if ( visible ) {
3057
+
3058
+ if ( object.isGroup ) {
3059
+
3060
+ groupOrder = object.renderOrder;
3061
+
3062
+ if ( object.isClippingGroup && object.enabled ) clippingContext = clippingContext.getGroupContext( object );
3063
+
3064
+ } else if ( object.isLOD ) {
3065
+
3066
+ if ( object.autoUpdate === true ) object.update( camera );
3067
+
3068
+ } else if ( object.isLight ) {
3069
+
3070
+ renderList.pushLight( object );
3071
+
3072
+ } else if ( object.isSprite ) {
3073
+
3074
+ const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
3075
+
3076
+ if ( ! object.frustumCulled || frustum.intersectsSprite( object, camera ) ) {
3077
+
3078
+ if ( this.sortObjects === true ) {
3079
+
3080
+ _vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
3081
+
3082
+ }
3083
+
3084
+ const { geometry, material } = object;
3085
+
3086
+ if ( material.visible ) {
3087
+
3088
+ renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
3089
+
3090
+ }
3091
+
3092
+ }
3093
+
3094
+ } else if ( object.isLineLoop ) {
3095
+
3096
+ error( 'Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
3097
+
3098
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
3099
+
3100
+ const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
3101
+
3102
+ if ( ! object.frustumCulled || frustum.intersectsObject( object, camera ) ) {
3103
+
3104
+ const { geometry, material } = object;
3105
+
3106
+ if ( this.sortObjects === true ) {
3107
+
3108
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
3109
+
3110
+ _vector4
3111
+ .copy( geometry.boundingSphere.center )
3112
+ .applyMatrix4( object.matrixWorld )
3113
+ .applyMatrix4( _projScreenMatrix );
3114
+
3115
+ }
3116
+
3117
+ if ( Array.isArray( material ) ) {
3118
+
3119
+ const groups = geometry.groups;
3120
+
3121
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
3122
+
3123
+ const group = groups[ i ];
3124
+ const groupMaterial = material[ group.materialIndex ];
3125
+
3126
+ if ( groupMaterial && groupMaterial.visible ) {
3127
+
3128
+ renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, clippingContext );
3129
+
3130
+ }
3131
+
3132
+ }
3133
+
3134
+ } else if ( material.visible ) {
3135
+
3136
+ renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
3137
+
3138
+ }
3139
+
3140
+ }
3141
+
3142
+ }
3143
+
3144
+ }
3145
+
3146
+ if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
3147
+
3148
+ const baseRenderList = renderList;
3149
+
3150
+ // replace render list
3151
+ renderList = this._renderLists.get( object, camera );
3152
+
3153
+ renderList.begin();
3154
+
3155
+ baseRenderList.pushBundle( {
3156
+ bundleGroup: object,
3157
+ camera,
3158
+ renderList,
3159
+ } );
3160
+
3161
+ renderList.finish();
3162
+
3163
+ }
3164
+
3165
+ const children = object.children;
3166
+
3167
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
3168
+
3169
+ this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );
3170
+
3171
+ }
3172
+
3173
+ }
3174
+
3175
+ /**
3176
+ * Renders the given render bundles.
3177
+ *
3178
+ * @private
3179
+ * @param {Array<Object>} bundles - Array with render bundle data.
3180
+ * @param {Scene} sceneRef - The scene the render bundles belong to.
3181
+ * @param {LightsNode} lightsNode - The current lights node.
3182
+ */
3183
+ _renderBundles( bundles, sceneRef, lightsNode ) {
3184
+
3185
+ for ( const bundle of bundles ) {
3186
+
3187
+ this._renderBundle( bundle, sceneRef, lightsNode );
3188
+
3189
+ }
3190
+
3191
+ }
3192
+
3193
+ /**
3194
+ * Renders the transparent objects from the given render lists.
3195
+ *
3196
+ * @private
3197
+ * @param {Array<Object>} renderList - The transparent render list.
3198
+ * @param {Array<Object>} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission).
3199
+ * @param {Camera} camera - The camera the render list should be rendered with.
3200
+ * @param {Scene} scene - The scene the render list belongs to.
3201
+ * @param {LightsNode} lightsNode - The current lights node.
3202
+ */
3203
+ _renderTransparents( renderList, doublePassList, camera, scene, lightsNode ) {
3204
+
3205
+ if ( doublePassList.length > 0 ) {
3206
+
3207
+ // render back side
3208
+
3209
+ for ( const { material } of doublePassList ) {
3210
+
3211
+ material.side = BackSide;
3212
+
3213
+ }
3214
+
3215
+ this._renderObjects( doublePassList, camera, scene, lightsNode, 'backSide' );
3216
+
3217
+ // render front side
3218
+
3219
+ for ( const { material } of doublePassList ) {
3220
+
3221
+ material.side = FrontSide;
3222
+
3223
+ }
3224
+
3225
+ this._renderObjects( renderList, camera, scene, lightsNode );
3226
+
3227
+ // restore
3228
+
3229
+ for ( const { material } of doublePassList ) {
3230
+
3231
+ material.side = DoubleSide;
3232
+
3233
+ }
3234
+
3235
+ } else {
3236
+
3237
+ this._renderObjects( renderList, camera, scene, lightsNode );
3238
+
3239
+ }
3240
+
3241
+ }
3242
+
3243
+ /**
3244
+ * Renders the objects from the given render list.
3245
+ *
3246
+ * @private
3247
+ * @param {Array<Object>} renderList - The render list.
3248
+ * @param {Camera} camera - The camera the render list should be rendered with.
3249
+ * @param {Scene} scene - The scene the render list belongs to.
3250
+ * @param {LightsNode} lightsNode - The current lights node.
3251
+ * @param {?string} [passId=null] - An optional ID for identifying the pass.
3252
+ */
3253
+ _renderObjects( renderList, camera, scene, lightsNode, passId = null ) {
3254
+
3255
+ for ( let i = 0, il = renderList.length; i < il; i ++ ) {
3256
+
3257
+ const { object, geometry, material, group, clippingContext } = renderList[ i ];
3258
+
3259
+ this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId );
3260
+
3261
+ }
3262
+
3263
+ }
3264
+
3265
+ /**
3266
+ * Retrieves shadow nodes for the given material. This is used to setup shadow passes.
3267
+ * The result is cached per material and updated when the material's version changes.
3268
+ *
3269
+ * @private
3270
+ * @param {Material} material
3271
+ * @returns {Object} - The shadow nodes for the material.
3272
+ */
3273
+ _getShadowNodes( material ) {
3274
+
3275
+ const version = material.version;
3276
+
3277
+ let cache = this._cacheShadowNodes.get( material );
3278
+
3279
+ if ( cache === undefined || cache.version !== version ) {
3280
+
3281
+ const hasMap = material.map !== null;
3282
+ const hasColorNode = material.colorNode && material.colorNode.isNode;
3283
+ const hasCastShadowNode = material.castShadowNode && material.castShadowNode.isNode;
3284
+ const hasMaskNode = ( material.maskShadowNode && material.maskShadowNode.isNode ) || ( material.maskNode && material.maskNode.isNode );
3285
+
3286
+ let positionNode = null;
3287
+ let colorNode = null;
3288
+ let depthNode = null;
3289
+
3290
+ if ( hasMap || hasColorNode || hasCastShadowNode || hasMaskNode ) {
3291
+
3292
+ let shadowRGB;
3293
+ let shadowAlpha;
3294
+
3295
+ if ( hasCastShadowNode ) {
3296
+
3297
+ shadowRGB = material.castShadowNode.rgb;
3298
+ shadowAlpha = material.castShadowNode.a;
3299
+
3300
+ if ( this.shadowMap.transmitted !== true ) {
3301
+
3302
+ warnOnce( 'Renderer: `shadowMap.transmitted` needs to be set to `true` when using `material.castShadowNode`.' );
3303
+
3304
+ }
3305
+
3306
+ } else {
3307
+
3308
+ shadowRGB = vec3( 0 );
3309
+ shadowAlpha = float( 1 );
3310
+
3311
+ }
3312
+
3313
+ if ( hasMap ) {
3314
+
3315
+ shadowAlpha = shadowAlpha.mul( reference( 'map', 'texture', material ).a );
3316
+
3317
+ }
3318
+
3319
+ if ( hasColorNode ) {
3320
+
3321
+ shadowAlpha = shadowAlpha.mul( material.colorNode.a );
3322
+
3323
+ }
3324
+
3325
+ colorNode = vec4( shadowRGB, shadowAlpha );
3326
+
3327
+ if ( hasMaskNode ) {
3328
+
3329
+ const maskNode = material.maskShadowNode || material.maskNode;
3330
+
3331
+ colorNode = Fn( ( [ color ] ) => {
3332
+
3333
+ maskNode.not().discard();
3334
+
3335
+ return color;
3336
+
3337
+ } )( colorNode );
3338
+
3339
+ }
3340
+
3341
+ }
3342
+
3343
+ if ( material.depthNode && material.depthNode.isNode ) {
3344
+
3345
+ depthNode = material.depthNode;
3346
+
3347
+ }
3348
+
3349
+ if ( material.castShadowPositionNode && material.castShadowPositionNode.isNode ) {
3350
+
3351
+ positionNode = material.castShadowPositionNode;
3352
+
3353
+ } else if ( material.positionNode && material.positionNode.isNode ) {
3354
+
3355
+ positionNode = material.positionNode;
3356
+
3357
+ }
3358
+
3359
+ cache = {
3360
+ version,
3361
+ colorNode,
3362
+ depthNode,
3363
+ positionNode
3364
+ };
3365
+
3366
+ this._cacheShadowNodes.set( material, cache );
3367
+
3368
+ }
3369
+
3370
+ return cache;
3371
+
3372
+ }
3373
+
3374
+ /**
3375
+ * This method represents the default render object function that manages the render lifecycle
3376
+ * of the object.
3377
+ *
3378
+ * @param {Object3D} object - The 3D object.
3379
+ * @param {Scene} scene - The scene the 3D object belongs to.
3380
+ * @param {Camera} camera - The camera the object should be rendered with.
3381
+ * @param {BufferGeometry} geometry - The object's geometry.
3382
+ * @param {Material} material - The object's material.
3383
+ * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
3384
+ * @param {LightsNode} lightsNode - The current lights node.
3385
+ * @param {?ClippingContext} clippingContext - The clipping context.
3386
+ * @param {?string} [passId=null] - An optional ID for identifying the pass.
3387
+ */
3388
+ renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) {
3389
+
3390
+ let materialOverride = false;
3391
+ let materialColorNode;
3392
+ let materialDepthNode;
3393
+ let materialPositionNode;
3394
+ let materialSide;
3395
+
3396
+ //
3397
+
3398
+ object.onBeforeRender( this, scene, camera, geometry, material, group );
3399
+
3400
+ //
3401
+
3402
+ if ( material.allowOverride === true && scene.overrideMaterial !== null ) {
3403
+
3404
+ const overrideMaterial = scene.overrideMaterial;
3405
+
3406
+ materialOverride = true;
3407
+
3408
+ // store original nodes
3409
+ materialColorNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.colorNode : null;
3410
+ materialDepthNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.depthNode : null;
3411
+ materialPositionNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.positionNode : null;
3412
+ materialSide = scene.overrideMaterial.side;
3413
+
3414
+ if ( material.positionNode && material.positionNode.isNode ) {
3415
+
3416
+ overrideMaterial.positionNode = material.positionNode;
3417
+
3418
+ }
3419
+
3420
+ overrideMaterial.alphaTest = material.alphaTest;
3421
+ overrideMaterial.alphaMap = material.alphaMap;
3422
+ overrideMaterial.transparent = material.transparent || material.transmission > 0 ||
3423
+ ( material.transmissionNode && material.transmissionNode.isNode ) ||
3424
+ ( material.backdropNode && material.backdropNode.isNode );
3425
+
3426
+ if ( overrideMaterial.isShadowPassMaterial ) {
3427
+
3428
+ const { colorNode, depthNode, positionNode } = this._getShadowNodes( material );
3429
+
3430
+ if ( this.shadowMap.type === VSMShadowMap ) {
3431
+
3432
+ overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
3433
+
3434
+ } else {
3435
+
3436
+ overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : _shadowSide[ material.side ];
3437
+
3438
+ }
3439
+
3440
+ if ( colorNode !== null ) overrideMaterial.colorNode = colorNode;
3441
+ if ( depthNode !== null ) overrideMaterial.depthNode = depthNode;
3442
+ if ( positionNode !== null ) overrideMaterial.positionNode = positionNode;
3443
+
3444
+ }
3445
+
3446
+ material = overrideMaterial;
3447
+
3448
+ }
3449
+
3450
+ //
3451
+
3452
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
3453
+
3454
+ material.side = BackSide;
3455
+ this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, 'backSide' ); // create backSide pass id
3456
+
3457
+ material.side = FrontSide;
3458
+ this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId ); // use default pass id
3459
+
3460
+ material.side = DoubleSide;
3461
+
3462
+ } else {
3463
+
3464
+ this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId );
3465
+
3466
+ }
3467
+
3468
+ //
3469
+
3470
+ if ( materialOverride ) {
3471
+
3472
+ scene.overrideMaterial.colorNode = materialColorNode;
3473
+ scene.overrideMaterial.depthNode = materialDepthNode;
3474
+ scene.overrideMaterial.positionNode = materialPositionNode;
3475
+ scene.overrideMaterial.side = materialSide;
3476
+
3477
+ }
3478
+
3479
+ //
3480
+
3481
+ object.onAfterRender( this, scene, camera, geometry, material, group );
3482
+
3483
+ }
3484
+
3485
+ /**
3486
+ * Checks if the given compatibility is supported by the selected backend.
3487
+ *
3488
+ * @param {string} name - The compatibility's name.
3489
+ * @return {boolean} Whether the compatibility is supported or not.
3490
+ */
3491
+ hasCompatibility( name ) {
3492
+
3493
+ if ( this._initialized === false ) {
3494
+
3495
+ throw new Error( 'Renderer: .hasCompatibility() called before the backend is initialized. Use "await renderer.init();" before using this method.' );
3496
+
3497
+ }
3498
+
3499
+ return this.backend.hasCompatibility( name );
3500
+
3501
+ }
3502
+
3503
+ /**
3504
+ * This method represents the default `_handleObjectFunction` implementation which creates
3505
+ * a render object from the given data and performs the draw command with the selected backend.
3506
+ *
3507
+ * @private
3508
+ * @param {Object3D} object - The 3D object.
3509
+ * @param {Material} material - The object's material.
3510
+ * @param {Scene} scene - The scene the 3D object belongs to.
3511
+ * @param {Camera} camera - The camera the object should be rendered with.
3512
+ * @param {LightsNode} lightsNode - The current lights node.
3513
+ * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
3514
+ * @param {ClippingContext} clippingContext - The clipping context.
3515
+ * @param {string} [passId] - An optional ID for identifying the pass.
3516
+ */
3517
+ _renderObjectDirect( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
3518
+
3519
+ const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
3520
+ renderObject.drawRange = object.geometry.drawRange;
3521
+ renderObject.group = group;
3522
+
3523
+ if ( this._currentRenderBundle !== null ) {
3524
+
3525
+ const renderBundleData = this.backend.get( this._currentRenderBundle );
3526
+
3527
+ renderBundleData.renderObjects.push( renderObject );
3528
+
3529
+ renderObject.bundle = this._currentRenderBundle.bundleGroup;
3530
+
3531
+ }
3532
+
3533
+ //
3534
+
3535
+ const needsRefresh = this._nodes.needsRefresh( renderObject );
3536
+
3537
+ if ( needsRefresh ) {
3538
+
3539
+ this._nodes.updateBefore( renderObject );
3540
+
3541
+ this._geometries.updateForRender( renderObject );
3542
+
3543
+ this._nodes.updateForRender( renderObject );
3544
+ this._bindings.updateForRender( renderObject );
3545
+
3546
+ }
3547
+
3548
+ this._pipelines.updateForRender( renderObject );
3549
+
3550
+ //
3551
+
3552
+ if ( this._pipelines.isReady( renderObject ) ) {
3553
+
3554
+ this.backend.draw( renderObject, this.info );
3555
+
3556
+ if ( needsRefresh ) this._nodes.updateAfter( renderObject );
3557
+
3558
+ }
3559
+
3560
+ }
3561
+
3562
+ /**
3563
+ * A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering.
3564
+ * Used in `compileAsync()`.
3565
+ *
3566
+ * @private
3567
+ * @param {Object3D} object - The 3D object.
3568
+ * @param {Material} material - The object's material.
3569
+ * @param {Scene} scene - The scene the 3D object belongs to.
3570
+ * @param {Camera} camera - The camera the object should be rendered with.
3571
+ * @param {LightsNode} lightsNode - The current lights node.
3572
+ * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
3573
+ * @param {ClippingContext} clippingContext - The clipping context.
3574
+ * @param {string} [passId] - An optional ID for identifying the pass.
3575
+ */
3576
+ _createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
3577
+
3578
+ // If in async compilation mode, queue the work for sequential execution
3579
+ if ( this._compilationPromises !== null ) {
3580
+
3581
+ // Store work items instead of promises - will be processed sequentially
3582
+ this._compilationPromises.push( {
3583
+ object,
3584
+ material,
3585
+ scene,
3586
+ camera,
3587
+ lightsNode,
3588
+ group,
3589
+ clippingContext,
3590
+ passId,
3591
+ renderContext: this._currentRenderContext
3592
+ } );
3593
+
3594
+ return;
3595
+
3596
+ }
3597
+
3598
+ // Sync path
3599
+ const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
3600
+ renderObject.drawRange = object.geometry.drawRange;
3601
+ renderObject.group = group;
3602
+
3603
+ //
3604
+
3605
+ this._nodes.updateBefore( renderObject );
3606
+
3607
+ this._geometries.updateForRender( renderObject );
3608
+
3609
+ this._nodes.updateForRender( renderObject );
3610
+ this._bindings.updateForRender( renderObject );
3611
+
3612
+ this._pipelines.getForRender( renderObject, this._compilationPromises );
3613
+
3614
+ this._nodes.updateAfter( renderObject );
3615
+
3616
+ }
3617
+
3618
+ /**
3619
+ * Callback when the canvas has been resized.
3620
+ *
3621
+ * @private
3622
+ */
3623
+ _onCanvasTargetResize() {
3624
+
3625
+ if ( this._initialized ) this.backend.updateSize();
3626
+
3627
+ }
3628
+
3629
+ /**
3630
+ * Alias for `compileAsync()`.
3631
+ *
3632
+ * @method
3633
+ * @param {Object3D} scene - The scene or 3D object to precompile.
3634
+ * @param {Camera} camera - The camera that is used to render the scene.
3635
+ * @param {Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
3636
+ * @return {function(Object3D, Camera, ?Scene): Promise|undefined} A Promise that resolves when the compile has been finished.
3637
+ */
3638
+ get compile() {
3639
+
3640
+ return this.compileAsync;
3641
+
3642
+ }
3643
+
3644
+ }
3645
+
3646
+ /**
3647
+ * Animation loop parameter of `renderer.setAnimationLoop()`.
3648
+ *
3649
+ * @callback onAnimationCallback
3650
+ * @param {DOMHighResTimeStamp} time - A timestamp indicating the end time of the previous frame's rendering.
3651
+ * @param {XRFrame} [frame] - A reference to the current XR frame. Only relevant when using XR rendering.
3652
+ */
3653
+
3654
+ export default Renderer;