@gnsx/three 0.184.9 → 0.184.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/three.webgpu.js +126 -0
- package/build/three.webgpu.min.js +1 -1
- package/build/three.webgpu.nodes.js +126 -0
- package/build/three.webgpu.nodes.min.js +1 -1
- package/examples/jsm/helpers/LightProbeGridCubeMapHelper.js +92 -7
- package/examples/jsm/lighting/LightProbeGrid.js +12 -1
- package/package.json +1 -1
- package/src/renderers/common/Background.js +33 -0
- package/src/renderers/common/RenderObjects.js +47 -0
- package/src/renderers/common/Renderer.js +22 -0
- package/src/renderers/common/nodes/NodeManager.js +24 -0
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@@ -7,9 +7,14 @@ import {
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} from 'three';
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import { NodeMaterial } from 'three/webgpu';
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import {
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abs,
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cubeTexture,
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Fn,
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-
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max,
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normalLocal,
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positionLocal,
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select,
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vec3,
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vec4
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} from 'three/tsl';
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@@ -17,7 +22,41 @@ function createNodeMaterial( texture ) {
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const fragmentNode = Fn( () => {
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-
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// Get local position and normal
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const localPos = positionLocal;
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const localNormal = normalLocal;
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// Get absolute normal components to determine dominant axis
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const absNormal = abs( localNormal );
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const maxComp = max( max( absNormal.x, absNormal.y ), absNormal.z );
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// Determine which face we're on and compute sample direction
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const isX = maxComp.equal( absNormal.x );
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const isY = maxComp.equal( absNormal.y ).and( isX.not() );
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// Match LightProbeGrid / WebGL cubemap face conventions (see LightProbeGrid.js SH projection).
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const xPositive = localNormal.x.greaterThan( 0.0 );
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const xDir = select( xPositive,
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vec3( 1.0, localPos.y, localPos.z.negate() ).normalize(),
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vec3( - 1.0, localPos.y, localPos.z ).normalize()
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);
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const yPositive = localNormal.y.greaterThan( 0.0 );
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const yDir = select( yPositive,
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vec3( localPos.x, 1.0, localPos.z.negate() ).normalize(),
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vec3( localPos.x, - 1.0, localPos.z ).normalize()
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);
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const zPositive = localNormal.z.greaterThan( 0.0 );
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const zDir = select( zPositive,
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vec3( localPos.x, localPos.y, 1.0 ).normalize(),
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vec3( localPos.x, localPos.y, - 1.0 ).normalize()
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);
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// Select the appropriate direction based on which axis is dominant
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const sampleDir = select( isX, xDir, select( isY, yDir, zDir ) );
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return vec4( cubeTexture( texture, sampleDir ).rgb, 1.0 );
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} )();
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@@ -40,11 +79,13 @@ function createShaderMaterial( texture ) {
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vertexShader: /* glsl */`
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varying vec3
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varying vec3 vLocalPosition;
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varying vec3 vNormal;
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void main() {
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vLocalPosition = position;
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vNormal = normal;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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@@ -57,12 +98,56 @@ function createShaderMaterial( texture ) {
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uniform samplerCube cubeTexture;
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varying vec3
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varying vec3 vLocalPosition;
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varying vec3 vNormal;
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void main() {
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// Get the dominant axis from the normal to determine which face we're on
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vec3 absNormal = abs( vNormal );
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float maxComp = max( max( absNormal.x, absNormal.y ), absNormal.z );
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vec3 sampleDir;
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// Match LightProbeGrid / WebGL cubemap face conventions (see LightProbeGrid.js SH projection).
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if ( maxComp == absNormal.x ) {
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if ( vNormal.x > 0.0 ) {
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sampleDir = normalize( vec3( 1.0, vLocalPosition.y, -vLocalPosition.z ) );
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} else {
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sampleDir = normalize( vec3( -1.0, vLocalPosition.y, vLocalPosition.z ) );
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}
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} else if ( maxComp == absNormal.y ) {
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if ( vNormal.y > 0.0 ) {
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sampleDir = normalize( vec3( vLocalPosition.x, 1.0, -vLocalPosition.z ) );
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} else {
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sampleDir = normalize( vec3( vLocalPosition.x, -1.0, vLocalPosition.z ) );
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}
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} else {
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if ( vNormal.z > 0.0 ) {
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sampleDir = normalize( vec3( vLocalPosition.x, vLocalPosition.y, 1.0 ) );
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} else {
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sampleDir = normalize( vec3( vLocalPosition.x, vLocalPosition.y, -1.0 ) );
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}
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}
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vec3
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vec3 color = textureCube( cubeTexture, direction ).rgb;
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vec3 color = textureCube( cubeTexture, sampleDir ).rgb;
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gl_FragColor = vec4( color, 1.0 );
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@@ -238,7 +238,11 @@ class LightProbeGrid extends Object3D {
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*/
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getProbePosition( ix, iy, iz, target ) {
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const pos = this.position;
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// const pos = this.position;
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// WITH_GENESYS
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const pos = _position;
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this.getWorldPosition( pos );
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// !WITH_GENESYS
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const res = this.resolution;
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const w = this.width, h = this.height, d = this.depth;
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@@ -257,8 +261,15 @@ class LightProbeGrid extends Object3D {
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*/
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updateBoundingBox() {
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// WITH_GENESYS
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this.getWorldPosition( _position );
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_size.set( this.width, this.height, this.depth );
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this.boundingBox.setFromCenterAndSize( _position, _size );
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// !WITH_GENESYS
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/*
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_size.set( this.width, this.height, this.depth );
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this.boundingBox.setFromCenterAndSize( this.position, _size );
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*/
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}
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package/package.json
CHANGED
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@@ -44,6 +44,39 @@ class Background extends DataMap {
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}
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// WITH_GENESYS
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/**
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* Disposes the renderer-owned background skybox mesh (material and geometry)
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* for `scene` and clears cached mesh state.
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*
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* Does not dispose {@link Scene#background}.
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*
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* @param {Scene} scene - The scene.
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*/
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disposeScene( scene ) {
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if ( this.has( scene ) === false ) return;
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const sceneData = this.get( scene );
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const backgroundMesh = sceneData.backgroundMesh;
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if ( backgroundMesh !== undefined ) {
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this.renderer._objects.disposeObjectResources( backgroundMesh, scene );
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backgroundMesh.material.dispose();
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backgroundMesh.geometry.dispose();
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delete sceneData.backgroundMesh;
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delete sceneData.backgroundMeshNode;
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delete sceneData.backgroundCacheKey;
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}
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}
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// !WITH_GENESYS
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/**
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* Updates the background for the given scene. Depending on how `Scene.background`
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* or `Scene.backgroundNode` are configured, this method might configure a simple clear
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}
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// WITH_GENESYS
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/**
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* Disposes every {@link RenderObject} associated with `scene`.
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*
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* @param {Scene} scene - The scene being removed.
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*/
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disposeSceneResources( scene ) {
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const renderObjects = Array.from( this._renderObjects );
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for ( const renderObject of renderObjects ) {
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if ( renderObject.scene === scene ) {
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renderObject.dispose();
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}
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}
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}
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/**
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* Disposes every {@link RenderObject} for `object` drawn with `scene`.
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* Call before disposing a renderer-owned mesh (e.g. background skybox) so WebGPU
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* bindings are released while the renderer keeps running.
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*
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* @param {Object3D} object - The 3D object.
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* @param {Scene} scene - The scene reference used when the object was rendered.
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*/
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disposeObjectResources( object, scene ) {
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const renderObjects = Array.from( this._renderObjects );
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for ( const renderObject of renderObjects ) {
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if ( renderObject.object === object && renderObject.scene === scene ) {
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renderObject.dispose();
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}
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}
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}
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// !WITH_GENESYS
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/**
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* Factory method for creating render objects with the given list of parameters.
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*
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}
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// WITH_GENESYS
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/**
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* Releases renderer resources scoped to `scene` when the scene is removed but
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* this renderer instance continues to run. Disposes matching {@link RenderObject}s,
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* the internal background skybox mesh, and cached background/environment nodes.
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*
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* Does not call `texture.dispose()` on {@link Scene#background} or
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* {@link Scene#environment}; the caller remains responsible for those textures.
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*
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* @param {Scene} scene - The scene being removed.
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*/
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disposeSceneResources( scene ) {
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if ( this._initialized !== true ) return;
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this._objects.disposeSceneResources( scene );
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this._nodes.clearSceneBackgroundAndEnvironmentNodes( scene );
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this._background.disposeScene( scene );
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}
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// !WITH_GENESYS
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/**
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* Sets the given render target. Calling this method means the renderer does not
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* target the default framebuffer (meaning the canvas) anymore but a custom framebuffer.
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// WITH_GENESYS
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/**
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* Clears cached background and environment node state for `scene`.
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*
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* Does not call `texture.dispose()` on {@link Scene#background} or
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* {@link Scene#environment}.
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*
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* @param {Scene} scene - The scene.
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*/
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clearSceneBackgroundAndEnvironmentNodes( scene ) {
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if ( this.has( scene ) === false ) return;
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const sceneData = this.get( scene );
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delete sceneData.backgroundNode;
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delete sceneData.background;
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delete sceneData.backgroundBlurriness;
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delete sceneData.environmentNode;
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delete sceneData.environment;
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}
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// !WITH_GENESYS
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/**
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* This method is part of the caching of nodes which are used to represents the
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* scene's background, fog or environment.
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