@gnsx/three 0.186.5 → 0.186.7

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@@ -3,7 +3,7 @@
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  * Copyright 2010-2026 Three.js Authors
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  * SPDX-License-Identifier: MIT
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  */
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- import { DynamicDrawUsage, RenderObjectRefreshType, Color, Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, error, UnsignedIntType, IntType, RedFormat, RedIntegerFormat, DepthFormat, DepthStencilFormat, AlphaFormat, RGFormat, RGIntegerFormat, RGBFormat, RGBIntegerFormat, EventDispatcher, MathUtils, warn, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBufferAttribute, InterleavedBuffer, NoColorSpace, log as log$1, warnOnce, Texture, Compatibility, LessCompare, LessEqualCompare, GreaterCompare, GreaterEqualCompare, NearestFilter, Sphere, BackSide, DoubleSide, CubeTexture, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, NoNormalPacking, NormalRGPacking, NormalGAPacking, ObjectSpaceNormalMap, RED_GREEN_RGTC2_Format, RG11_EAC_Format, InstancedBufferAttribute, InstancedInterleavedBuffer, DataTexture, RGBAFormat, FloatType, DataArrayTexture, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, Material, LineBasicMaterial, LineDashedMaterial, NoBlending, MeshNormalMaterial, SRGBColorSpace, RenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, HalfFloatType, ClampToEdgeWrapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, LinearSRGBColorSpace, CubeUVReflectionMapping, BufferAttribute, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, PointsMaterial, ShadowMaterial, Uint32BufferAttribute, Uint16BufferAttribute, ByteType, UnsignedByteType, ShortType, UnsignedShortType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedInt101111Type, NormalBlending, SrcAlphaFactor, OneMinusSrcAlphaFactor, AddEquation, MaterialBlending, Object3D, LinearMipMapLinearFilter, Plane, Float32BufferAttribute, UVMapping, Data3DTexture, VSMShadowMap, PCFShadowMap, ProfilerService, BasicShadowMap, CubeDepthTexture, SphereGeometry, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, yieldToMain, REVISION, ArrayCamera, PlaneGeometry, FrontSide, CustomBlending, ZeroFactor, CylinderGeometry, Quaternion, WebXRController, RAD2DEG, PCFSoftShadowMap, FrustumArray, Frustum, RGBAIntegerFormat, TimestampQuery, createCanvasElement, MaxEquation, MinEquation, ReverseSubtractEquation, SubtractEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcColorFactor, OneFactor, CullFaceNone, CullFaceBack, CullFaceFront, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, ReversedDepthFuncs, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, MirroredRepeatWrapping, RepeatWrapping, NearestMipmapNearestFilter, NotEqualCompare, EqualCompare, AlwaysCompare, NeverCompare, LinearTransfer, getByteLength, isTypedArray, NotEqualStencilFunc, GreaterStencilFunc, GreaterEqualStencilFunc, EqualStencilFunc, LessEqualStencilFunc, LessStencilFunc, AlwaysStencilFunc, NeverStencilFunc, DecrementWrapStencilOp, IncrementWrapStencilOp, DecrementStencilOp, IncrementStencilOp, InvertStencilOp, ReplaceStencilOp, ZeroStencilOp, KeepStencilOp, SpotLight, PointLight, DirectionalLight, RectAreaLight, AmbientLight, HemisphereLight, LightProbe, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping, NeutralToneMapping, Group, Loader, FileLoader, MaterialLoader, ObjectLoader } from './three.core.js';
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+ import { DynamicDrawUsage, RenderObjectRefreshType, Color, Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, error, UnsignedIntType, IntType, RedFormat, RedIntegerFormat, DepthFormat, DepthStencilFormat, AlphaFormat, RGFormat, RGIntegerFormat, RGBFormat, RGBIntegerFormat, EventDispatcher, MathUtils, warn, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBufferAttribute, InterleavedBuffer, NoColorSpace, log as log$1, warnOnce, Texture, Compatibility, LessCompare, LessEqualCompare, GreaterCompare, GreaterEqualCompare, NearestFilter, Sphere, BackSide, DoubleSide, CubeTexture, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, NoNormalPacking, NormalRGPacking, NormalGAPacking, ObjectSpaceNormalMap, RED_GREEN_RGTC2_Format, RG11_EAC_Format, InstancedBufferAttribute, InstancedInterleavedBuffer, DataTexture, RGBAFormat, FloatType, DataArrayTexture, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, NormalBlending, SrcAlphaFactor, OneMinusSrcAlphaFactor, AddEquation, MaterialBlending, NoBlending, Material, LineBasicMaterial, LineDashedMaterial, MeshNormalMaterial, SRGBColorSpace, RenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, HalfFloatType, ClampToEdgeWrapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, LinearSRGBColorSpace, CubeUVReflectionMapping, BufferAttribute, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, PointsMaterial, ShadowMaterial, Uint32BufferAttribute, Uint16BufferAttribute, ByteType, UnsignedByteType, ShortType, UnsignedShortType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedInt101111Type, Object3D, LinearMipMapLinearFilter, Plane, Float32BufferAttribute, UVMapping, Data3DTexture, VSMShadowMap, PCFShadowMap, ProfilerService, BasicShadowMap, CubeDepthTexture, SphereGeometry, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, yieldToMain, REVISION, ArrayCamera, PlaneGeometry, FrontSide, CustomBlending, ZeroFactor, CylinderGeometry, Quaternion, WebXRController, RAD2DEG, PCFSoftShadowMap, FrustumArray, Frustum, EqualDepth, RGBAIntegerFormat, TimestampQuery, createCanvasElement, MaxEquation, MinEquation, ReverseSubtractEquation, SubtractEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcColorFactor, OneFactor, CullFaceNone, CullFaceBack, CullFaceFront, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, ReversedDepthFuncs, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, MirroredRepeatWrapping, RepeatWrapping, NearestMipmapNearestFilter, NotEqualCompare, EqualCompare, AlwaysCompare, NeverCompare, LinearTransfer, getByteLength, isTypedArray, NotEqualStencilFunc, GreaterStencilFunc, GreaterEqualStencilFunc, EqualStencilFunc, LessEqualStencilFunc, LessStencilFunc, AlwaysStencilFunc, NeverStencilFunc, DecrementWrapStencilOp, IncrementWrapStencilOp, DecrementStencilOp, IncrementStencilOp, InvertStencilOp, ReplaceStencilOp, ZeroStencilOp, KeepStencilOp, SpotLight, PointLight, DirectionalLight, RectAreaLight, AmbientLight, HemisphereLight, LightProbe, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping, NeutralToneMapping, Group, Loader, FileLoader, MaterialLoader, ObjectLoader } from './three.core.js';
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  export { AdditiveAnimationBlendMode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CustomToneMapping, Cylindrical, DataTextureLoader, DataUtils, DefaultLoadingManager, DetachedBindMode, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, Euler, ExternalTexture, ExtrudeGeometry, Fog, FogExp2, GLBufferAttribute, GLSL1, GLSL3, GridHelper, HTMLTexture, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, InstancedBufferGeometry, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, KeyframeTrack, LOD, LatheGeometry, Layers, Light, LightShadow, Line, Line3, LineCurve, LineCurve3, LineLoop, LineSegments, LinearInterpolant, LinearMipMapNearestFilter, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, MeshDepthMaterial, MeshDistanceMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NodePath, NormalAnimationBlendMode, NumberKeyframeTrack, OctahedronGeometry, Path, PlaneHelper, PointLightHelper, Points, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RenderTarget3D, RingGeometry, ShaderMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Spherical, SphericalHarmonics3, SplineCurve, SpotLightHelper, Sprite, StaticCopyUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureSource, TextureUtils, Timer, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLRenderTarget, WireframeGeometry, WrapAroundEnding, XorShift32, ZeroCurvatureEnding, ZeroSlopeEnding, allocateNodeId, collectSiblingNodeIds, configureNodeIdSeed, ensureUniqueNodeIdAmongParentChildren, generateNodeId, getConsoleFunction, hashStringToUint32, isValidNodeId, nodeIdFromKey, nodeIdFromString, nodeIdToString, profile, profileClass, randomSeedUint32, setConsoleFunction, xorshift32 } from './three.core.js';
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  const refreshUniforms = [
@@ -21614,6 +21614,147 @@ class VertexColorNode extends AttributeNode {
21614
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  */
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  const vertexColor = ( index = 0 ) => new VertexColorNode( index );
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21616
 
21617
+ // WITH_GENESYS
21618
+ // Buffer visualization. Shows one material channel in place of the shaded color.
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+ // !WITH_GENESYS
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+
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+
21622
+ /**
21623
+ * Buffer visualization. The visible surface wins, and one material channel replaces the shaded color.
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+ *
21625
+ * @type {string}
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+ */
21627
+ const DEBUG_VIEW_BUFFER = 'bufferVisualization';
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+
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+ /**
21630
+ * Albedo before lighting, including maps and vertex colors.
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+ *
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+ * @type {string}
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+ */
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+ const BUFFER_BASE_COLOR = 'baseColor';
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+
21636
+ /**
21637
+ * Shading normal in world space, packed to RGB with `n * 0.5 + 0.5`.
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+ *
21639
+ * @type {string}
21640
+ */
21641
+ const BUFFER_WORLD_NORMAL = 'worldNormal';
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+
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+ /**
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+ * Scalar roughness used by the lighting model. Black is smooth.
21645
+ *
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+ * @type {string}
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+ */
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+ const BUFFER_ROUGHNESS = 'roughness';
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+
21650
+ /**
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+ * Scalar metalness. White is metal. Unreal calls this buffer Metallic.
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+ *
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+ * @type {string}
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+ */
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+ const BUFFER_METALLIC = 'metallic';
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+
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+ /**
21658
+ * Material ambient occlusion. White means no occlusion map.
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+ *
21660
+ * @type {string}
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+ */
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+ const BUFFER_AMBIENT_OCCLUSION = 'ambientOcclusion';
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+
21664
+ /**
21665
+ * Emissive color before it is added to the lit result.
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+ *
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+ * @type {string}
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+ */
21669
+ const BUFFER_EMISSIVE = 'emissive';
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+
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+ /**
21672
+ * Channel drawn when buffer visualization is first enabled.
21673
+ *
21674
+ * @type {string}
21675
+ */
21676
+ const DEFAULT_BUFFER = BUFFER_BASE_COLOR;
21677
+
21678
+ /**
21679
+ * Writes a defined value for channels a material may never assign.
21680
+ * Standard and physical materials overwrite roughness and metalness in `setupVariants`,
21681
+ * and emissive is overwritten when the material has one.
21682
+ *
21683
+ * @param {string} buffer - `renderer.debug.buffer`.
21684
+ */
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+ function assignBufferDefaults( buffer ) {
21686
+
21687
+ if ( buffer === BUFFER_ROUGHNESS ) {
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+
21689
+ roughness.assign( float( 0 ) );
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+
21691
+ } else if ( buffer === BUFFER_METALLIC ) {
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+
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+ metalness.assign( float( 0 ) );
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+
21695
+ } else if ( buffer === BUFFER_EMISSIVE ) {
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+
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+ emissive.assign( vec3( 0 ) );
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+
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+ }
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+
21701
+ }
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+
21703
+ /**
21704
+ * The color for one buffer channel. Scalar channels are copied into RGB.
21705
+ *
21706
+ * @param {string} buffer - `renderer.debug.buffer`.
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+ * @return {Node<vec3>} The channel color.
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+ */
21709
+ function bufferVisualizationColor( buffer ) {
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+
21711
+ if ( buffer === BUFFER_WORLD_NORMAL ) {
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+
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+ return normalWorld.mul( 0.5 ).add( 0.5 );
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+
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+ }
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+
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+ if ( buffer === BUFFER_ROUGHNESS ) {
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+
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+ return vec3( roughness );
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+
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+ }
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+
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+ if ( buffer === BUFFER_METALLIC ) {
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+
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+ return vec3( metalness );
21726
+
21727
+ }
21728
+
21729
+ if ( buffer === BUFFER_AMBIENT_OCCLUSION ) {
21730
+
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+ return vec3( ambientOcclusion );
21732
+
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+ }
21734
+
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+ if ( buffer === BUFFER_EMISSIVE ) {
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+
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+ return emissive;
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+
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+ }
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+
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+ return diffuseColor.rgb;
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+
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+ }
21744
+
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+ /**
21746
+ * Replaces the shaded color with the selected buffer. Alpha stays the material's coverage
21747
+ * so masked and transparent surfaces keep their shape.
21748
+ *
21749
+ * @param {string} buffer - `renderer.debug.buffer`.
21750
+ * @return {Node<vec4>} The buffer color.
21751
+ */
21752
+ function bufferVisualizationOutput( buffer ) {
21753
+
21754
+ return vec4( bufferVisualizationColor( buffer ), diffuseColor.a );
21755
+
21756
+ }
21757
+
21617
21758
  // WITH_GENESYS
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21759
  // Shader and lighting complexity debug views. Costs are a material proxy, not ISA instruction counts.
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21760
  // !WITH_GENESYS
@@ -21627,7 +21768,8 @@ const vertexColor = ( index = 0 ) => new VertexColorNode( index );
21627
21768
  const DEBUG_VIEW_NONE = 'none';
21628
21769
 
21629
21770
  /**
21630
- * Material-cost heatmap. Overlapping draws accumulate, then a fullscreen pass applies the ramp.
21771
+ * Material-cost heatmap. The nearest opaque surface wins, translucent draws add on top,
21772
+ * then a fullscreen pass applies the ramp.
21631
21773
  *
21632
21774
  * @type {string}
21633
21775
  */
@@ -21646,16 +21788,16 @@ const DEBUG_VIEW_LIGHTING_COMPLEXITY = 'lightingComplexity';
21646
21788
  *
21647
21789
  * @type {string}
21648
21790
  */
21649
- const DEBUG_VIEW_QUAD_OVERDRAW = 'quadOverdraw';
21791
+ const DEBUG_VIEW_OVERDRAW = 'overdraw';
21650
21792
 
21651
21793
  /**
21652
21794
  * Shader cost multiplied by the number of fragments that shaded the pixel, then the shader-complexity ramp.
21653
- * One opaque surface matches {@link DEBUG_VIEW_SHADER_COMPLEXITY}. Each extra overlapping fragment scales the summed cost.
21795
+ * One opaque surface matches {@link DEBUG_VIEW_SHADER_COMPLEXITY}. Each extra translucent fragment scales the summed cost.
21654
21796
  * WebGPU cannot count wasted lanes in a 2×2 quad, so the count is fragments that pass the depth test.
21655
21797
  *
21656
21798
  * @type {string}
21657
21799
  */
21658
- const DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS = 'shaderComplexityAndQuads';
21800
+ const DEBUG_VIEW_SHADER_COMPLEXITY_AND_OVERDRAW = 'shaderComplexityAndOverdraw';
21659
21801
 
21660
21802
  /**
21661
21803
  * Proxy budget that fills the shader-complexity ramp.
@@ -21675,7 +21817,7 @@ const DEFAULT_SHADER_COMPLEXITY_BUDGET = 800;
21675
21817
  const DEFAULT_QUAD_OVERDRAW_BUDGET = 10;
21676
21818
 
21677
21819
  /**
21678
- * Storage scale for the overdraw count in {@link DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS}.
21820
+ * Storage scale for the overdraw count in {@link DEBUG_VIEW_SHADER_COMPLEXITY_AND_OVERDRAW}.
21679
21821
  * Each fragment adds `1 / scale`, so an 8-bit target can hold this many layers.
21680
21822
  * The output pass multiplies that channel back to a count. Half-float targets hold the same count exactly.
21681
21823
  *
@@ -21833,7 +21975,54 @@ const colorizeQuadOverdraw = ( cost ) => {
21833
21975
  */
21834
21976
  function debugViewAccumulates( view ) {
21835
21977
 
21836
- return view === DEBUG_VIEW_SHADER_COMPLEXITY || view === DEBUG_VIEW_QUAD_OVERDRAW || view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS;
21978
+ return view === DEBUG_VIEW_SHADER_COMPLEXITY || view === DEBUG_VIEW_OVERDRAW || view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_OVERDRAW;
21979
+
21980
+ }
21981
+
21982
+ /**
21983
+ * Whether a draw adds its scalar to the accumulating target instead of shading normally.
21984
+ * Shadow passes, draws to the screen, and fullscreen quads draw normally. A post-processing
21985
+ * quad copies the accumulated scene target, so its own cost must not replace it.
21986
+ *
21987
+ * @param {Renderer} renderer - The renderer.
21988
+ * @param {Material} material - The material being drawn.
21989
+ * @param {?Object3D} object - The object being drawn.
21990
+ * @return {boolean} `true` when the draw accumulates.
21991
+ */
21992
+ function debugDrawAccumulates( renderer, material, object ) {
21993
+
21994
+ return debugViewAccumulates( renderer.debug.view ) &&
21995
+ material.isShadowPassMaterial !== true &&
21996
+ renderer.isOutputTarget !== true &&
21997
+ ( object === null || object === undefined || object.isQuadMesh !== true );
21998
+
21999
+ }
22000
+
22001
+ /**
22002
+ * Whether an accumulating draw replaces the stored cost instead of adding to it.
22003
+ * Three.js has no depth pre-pass, so adding every opaque fragment counts hidden surfaces
22004
+ * and changes as the camera reorders draws. Replacing, with the material's own depth test
22005
+ * and depth write, leaves the nearest opaque surface. Translucent draws and quad overdraw still add.
22006
+ *
22007
+ * @param {string} view - `renderer.debug.view`.
22008
+ * @param {Material} material - The material being drawn.
22009
+ * @return {boolean} `true` when the draw replaces the stored cost.
22010
+ */
22011
+ function debugDrawReplacesCost( view, material ) {
22012
+
22013
+ return ( view === DEBUG_VIEW_SHADER_COMPLEXITY || view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_OVERDRAW ) && material.transparent !== true;
22014
+
22015
+ }
22016
+
22017
+ /**
22018
+ * Views that output data or a heatmap, so tone mapping would distort them.
22019
+ *
22020
+ * @param {string} view - `renderer.debug.view`.
22021
+ * @return {boolean} `true` when the view is drawn without tone mapping.
22022
+ */
22023
+ function debugViewSkipsToneMapping( view ) {
22024
+
22025
+ return debugViewAccumulates( view ) || view === DEBUG_VIEW_LIGHTING_COMPLEXITY || view === DEBUG_VIEW_BUFFER;
21837
22026
 
21838
22027
  }
21839
22028
 
@@ -21956,7 +22145,7 @@ function shaderComplexityOutput( resultNode ) {
21956
22145
  * @param {Node} resultNode - The material's shaded output.
21957
22146
  * @return {Node<vec4>} Cost ratio in red, one scaled fragment in green.
21958
22147
  */
21959
- function shaderComplexityAndQuadsOutput( resultNode ) {
22148
+ function shaderComplexityAndOverdrawOutput( resultNode ) {
21960
22149
 
21961
22150
  const shaded = vec4( resultNode ).toVar();
21962
22151
  const ratio = new ShaderComplexityRatioNode();
@@ -22012,146 +22201,565 @@ function quadOverdrawOutput( resultNode ) {
22012
22201
 
22013
22202
  }
22014
22203
 
22015
- // WITH_GENESYS
22016
- // Buffer visualization. Shows one material channel in place of the shaded color.
22017
- // !WITH_GENESYS
22018
-
22019
-
22020
22204
  /**
22021
- * Buffer visualization. The visible surface wins, and one material channel replaces the shaded color.
22205
+ * This node can be used to define multiple outputs in a shader programs.
22022
22206
  *
22023
- * @type {string}
22207
+ * @augments Node
22024
22208
  */
22025
- const DEBUG_VIEW_BUFFER = 'bufferVisualization';
22209
+ class OutputStructNode extends Node {
22026
22210
 
22027
- /**
22028
- * Albedo before lighting, including maps and vertex colors.
22029
- *
22030
- * @type {string}
22031
- */
22032
- const BUFFER_BASE_COLOR = 'baseColor';
22211
+ static get type() {
22033
22212
 
22034
- /**
22035
- * Shading normal in world space, packed to RGB with `n * 0.5 + 0.5`.
22036
- *
22037
- * @type {string}
22038
- */
22039
- const BUFFER_WORLD_NORMAL = 'worldNormal';
22213
+ return 'OutputStructNode';
22040
22214
 
22041
- /**
22042
- * Scalar roughness used by the lighting model. Black is smooth.
22043
- *
22044
- * @type {string}
22045
- */
22046
- const BUFFER_ROUGHNESS = 'roughness';
22215
+ }
22216
+
22217
+ /**
22218
+ * Constructs a new output struct node. The constructor can be invoked with an
22219
+ * arbitrary number of nodes representing the members.
22220
+ *
22221
+ * @param {...Node} members - A parameter list of nodes.
22222
+ */
22223
+ constructor( ...members ) {
22224
+
22225
+ super();
22226
+
22227
+ /**
22228
+ * An array of nodes which defines the output.
22229
+ *
22230
+ * @type {Array<Node>}
22231
+ */
22232
+ this.members = members;
22233
+
22234
+ /**
22235
+ * This flag can be used for type testing.
22236
+ *
22237
+ * @type {boolean}
22238
+ * @readonly
22239
+ * @default true
22240
+ */
22241
+ this.isOutputStructNode = true;
22242
+
22243
+ }
22244
+
22245
+ generateNodeType( /*builder*/ ) {
22246
+
22247
+ return 'OutputType';
22248
+
22249
+ }
22250
+
22251
+ generate( builder ) {
22252
+
22253
+ const nodeData = builder.getDataFromNode( this );
22254
+
22255
+ if ( nodeData.membersLayout === undefined ) {
22256
+
22257
+ const members = this.members;
22258
+ const membersLayout = [];
22259
+
22260
+ for ( let i = 0; i < members.length; i ++ ) {
22261
+
22262
+ const name = 'm' + i;
22263
+ const type = members[ i ].getNodeType( builder );
22264
+
22265
+ membersLayout.push( { name, type, index: i } );
22266
+
22267
+ }
22268
+
22269
+ nodeData.membersLayout = membersLayout;
22270
+ nodeData.structType = builder.getOutputStructTypeFromNode( this, nodeData.membersLayout );
22271
+
22272
+ }
22273
+
22274
+ //
22275
+
22276
+ const propertyName = builder.getOutputStructName();
22277
+ const members = this.members;
22278
+
22279
+ const structPrefix = propertyName !== '' ? propertyName + '.' : '';
22280
+
22281
+ for ( let i = 0; i < members.length; i ++ ) {
22282
+
22283
+ const snippet = members[ i ].build( builder, nodeData.membersLayout[ i ].type );
22284
+
22285
+ builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }`, this );
22286
+
22287
+ }
22288
+
22289
+ return propertyName;
22290
+
22291
+ }
22292
+
22293
+ }
22047
22294
 
22048
22295
  /**
22049
- * Scalar metalness. White is metal. Unreal calls this buffer Metallic.
22296
+ * TSL function for creating an output struct node.
22050
22297
  *
22051
- * @type {string}
22298
+ * @tsl
22299
+ * @function
22300
+ * @param {...Node} members - A parameter list of nodes.
22301
+ * @returns {OutputStructNode}
22052
22302
  */
22053
- const BUFFER_METALLIC = 'metallic';
22303
+ const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
22054
22304
 
22055
22305
  /**
22056
- * Material ambient occlusion. White means no occlusion map.
22306
+ * Represents blending configuration.
22057
22307
  *
22058
- * @type {string}
22308
+ * This class encapsulates all blending-related properties that control how
22309
+ * a material's colors are combined with the colors already in the frame buffer.
22059
22310
  */
22060
- const BUFFER_AMBIENT_OCCLUSION = 'ambientOcclusion';
22311
+ class BlendMode {
22312
+
22313
+ /**
22314
+ * Constructs a new blending configuration.
22315
+ *
22316
+ * @param {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)} [blending=NormalBlending] - The blending mode.
22317
+ */
22318
+ constructor( blending = NormalBlending ) {
22319
+
22320
+ /**
22321
+ * Defines the blending type.
22322
+ *
22323
+ * It must be set to `CustomBlending` if custom blending properties like
22324
+ * {@link BlendMode#blendSrc}, {@link BlendMode#blendDst} or {@link BlendMode#blendEquation}
22325
+ * should have any effect.
22326
+ *
22327
+ * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)}
22328
+ * @default NormalBlending
22329
+ */
22330
+ this.blending = blending;
22331
+
22332
+ /**
22333
+ * Defines the blending source factor.
22334
+ *
22335
+ * This determines how the source (incoming) fragment color is factored before being added
22336
+ * to the destination (existing) fragment color in the frame buffer.
22337
+ *
22338
+ * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22339
+ * @default SrcAlphaFactor
22340
+ */
22341
+ this.blendSrc = SrcAlphaFactor;
22342
+
22343
+ /**
22344
+ * Defines the blending destination factor.
22345
+ *
22346
+ * This determines how the destination (existing) fragment color in the frame buffer
22347
+ * is factored before being combined with the source (incoming) fragment color.
22348
+ *
22349
+ * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22350
+ * @default OneMinusSrcAlphaFactor
22351
+ */
22352
+ this.blendDst = OneMinusSrcAlphaFactor;
22353
+
22354
+ /**
22355
+ * Defines the blending equation.
22356
+ *
22357
+ * This determines how the source and destination colors are combined.
22358
+ *
22359
+ * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
22360
+ * @default AddEquation
22361
+ */
22362
+ this.blendEquation = AddEquation;
22363
+
22364
+ /**
22365
+ * Defines the blending source alpha factor.
22366
+ *
22367
+ * When set, this allows separate control of the alpha channel's source blending factor.
22368
+ * If `null`, {@link BlendMode#blendSrc} is used for the alpha channel as well.
22369
+ *
22370
+ * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22371
+ * @default null
22372
+ */
22373
+ this.blendSrcAlpha = null;
22374
+
22375
+ /**
22376
+ * Defines the blending destination alpha factor.
22377
+ *
22378
+ * When set, this allows separate control of the alpha channel's destination blending factor.
22379
+ * If `null`, {@link BlendMode#blendDst} is used for the alpha channel as well.
22380
+ *
22381
+ * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22382
+ * @default null
22383
+ */
22384
+ this.blendDstAlpha = null;
22385
+
22386
+ /**
22387
+ * Defines the blending equation of the alpha channel.
22388
+ *
22389
+ * When set, this allows separate control of the alpha channel's blending equation.
22390
+ * If `null`, {@link BlendMode#blendEquation} is used for the alpha channel as well.
22391
+ *
22392
+ * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
22393
+ * @default null
22394
+ */
22395
+ this.blendEquationAlpha = null;
22396
+
22397
+ /**
22398
+ * Defines whether to premultiply the alpha (transparency) value.
22399
+ *
22400
+ * If `true`, the RGB color of the texture or material is multiplied by its alpha value.
22401
+ * This is useful for transparent textures/materials where the color data
22402
+ * should already include the transparency information.
22403
+ *
22404
+ * @type {boolean}
22405
+ * @default false
22406
+ */
22407
+ this.premultiplyAlpha = false;
22408
+
22409
+ }
22410
+
22411
+ /**
22412
+ * Copies the blending properties from the given source to this instance.
22413
+ *
22414
+ * @param {BlendMode} source - The blending configuration to copy from.
22415
+ * @return {BlendMode} A reference to this instance.
22416
+ */
22417
+ copy( source ) {
22418
+
22419
+ this.blending = source.blending;
22420
+ this.blendSrc = source.blendSrc;
22421
+ this.blendDst = source.blendDst;
22422
+ this.blendEquation = source.blendEquation;
22423
+ this.blendSrcAlpha = source.blendSrcAlpha;
22424
+ this.blendDstAlpha = source.blendDstAlpha;
22425
+ this.blendEquationAlpha = source.blendEquationAlpha;
22426
+ this.premultiplyAlpha = source.premultiplyAlpha;
22427
+
22428
+ return this;
22429
+
22430
+ }
22431
+
22432
+ /**
22433
+ * Returns a clone of this blending configuration.
22434
+ *
22435
+ * @return {BlendMode} A new Blending instance with the same properties.
22436
+ */
22437
+ clone() {
22438
+
22439
+ return new this.constructor().copy( this );
22440
+
22441
+ }
22442
+
22443
+ }
22061
22444
 
22062
22445
  /**
22063
- * Emissive color before it is added to the lit result.
22446
+ * A four-component version of {@link Color} which is internally
22447
+ * used by the renderer to represents clear color with alpha as
22448
+ * one object.
22064
22449
  *
22065
- * @type {string}
22450
+ * @private
22451
+ * @augments Color
22066
22452
  */
22067
- const BUFFER_EMISSIVE = 'emissive';
22453
+ class Color4 extends Color {
22454
+
22455
+ /**
22456
+ * Constructs a new four-component color.
22457
+ * You can also pass a single THREE.Color, hex or
22458
+ * string argument to this constructor.
22459
+ *
22460
+ * @param {number|string} [r=1] - The red value.
22461
+ * @param {number} [g=1] - The green value.
22462
+ * @param {number} [b=1] - The blue value.
22463
+ * @param {number} [a=1] - The alpha value.
22464
+ */
22465
+ constructor( r, g, b, a = 1 ) {
22466
+
22467
+ super( r, g, b );
22468
+
22469
+ this.a = a;
22470
+
22471
+ }
22472
+
22473
+ /**
22474
+ * Overwrites the default to honor alpha.
22475
+ * You can also pass a single THREE.Color, hex or
22476
+ * string argument to this method.
22477
+ *
22478
+ * @param {number|string|Color} r - The red value.
22479
+ * @param {number} [g] - The green value.
22480
+ * @param {number} [b] - The blue value.
22481
+ * @param {number} [a=1] - The alpha value.
22482
+ * @return {Color4} A reference to this object.
22483
+ */
22484
+ set( r, g, b, a = 1 ) {
22485
+
22486
+ this.a = a;
22487
+
22488
+ return super.set( r, g, b );
22489
+
22490
+ }
22491
+
22492
+ /**
22493
+ * Overwrites the default to honor alpha.
22494
+ *
22495
+ * @param {Color4} color - The color to copy.
22496
+ * @return {Color4} A reference to this object.
22497
+ */
22498
+ copy( color ) {
22499
+
22500
+ if ( color.a !== undefined ) this.a = color.a;
22501
+
22502
+ return super.copy( color );
22503
+
22504
+ }
22505
+
22506
+ /**
22507
+ * Overwrites the default to honor alpha.
22508
+ *
22509
+ * @return {Color4} The cloned color.
22510
+ */
22511
+ clone() {
22512
+
22513
+ return new this.constructor( this.r, this.g, this.b, this.a );
22514
+
22515
+ }
22516
+
22517
+ *[ Symbol.iterator ]() {
22518
+
22519
+ yield this.r;
22520
+ yield this.g;
22521
+ yield this.b;
22522
+ yield this.a;
22523
+
22524
+ }
22525
+
22526
+ }
22527
+
22528
+ // Predefined blend modes for MRT nodes.
22529
+ const _noBlending = /**@__PURE__*/ new BlendMode( NoBlending );
22530
+ const _materialBlending = /**@__PURE__*/ new BlendMode( MaterialBlending );
22068
22531
 
22069
22532
  /**
22070
- * Channel drawn when buffer visualization is first enabled.
22533
+ * Returns the MRT texture index for the given name.
22071
22534
  *
22072
- * @type {string}
22535
+ * @param {Array<Texture>} textures - The textures of a MRT-configured render target.
22536
+ * @param {string} name - The name of the MRT texture which index is requested.
22537
+ * @return {number} The texture index.
22073
22538
  */
22074
- const DEFAULT_BUFFER = BUFFER_BASE_COLOR;
22539
+ function getTextureIndex( textures, name ) {
22540
+
22541
+ for ( let i = 0; i < textures.length; i ++ ) {
22542
+
22543
+ if ( textures[ i ].name === name ) {
22544
+
22545
+ return i;
22546
+
22547
+ }
22548
+
22549
+ }
22550
+
22551
+ return -1;
22552
+
22553
+ }
22075
22554
 
22076
22555
  /**
22077
- * Writes a defined value for channels a material may never assign.
22078
- * Standard and physical materials overwrite roughness and metalness in `setupVariants`,
22079
- * and emissive is overwritten when the material has one.
22556
+ * This node can be used setup a MRT context for rendering. A typical MRT setup for
22557
+ * post-processing is shown below:
22558
+ * ```js
22559
+ * const mrtNode = mrt( {
22560
+ * output: output,
22561
+ * normal: normalView
22562
+ * } ) ;
22563
+ * ```
22564
+ * The MRT output is defined as a dictionary.
22080
22565
  *
22081
- * @param {string} buffer - `renderer.debug.buffer`.
22566
+ * @augments OutputStructNode
22082
22567
  */
22083
- function assignBufferDefaults( buffer ) {
22568
+ class MRTNode extends OutputStructNode {
22084
22569
 
22085
- if ( buffer === BUFFER_ROUGHNESS ) {
22570
+ static get type() {
22086
22571
 
22087
- roughness.assign( float( 0 ) );
22572
+ return 'MRTNode';
22088
22573
 
22089
- } else if ( buffer === BUFFER_METALLIC ) {
22574
+ }
22090
22575
 
22091
- metalness.assign( float( 0 ) );
22576
+ /**
22577
+ * Constructs a new output struct node.
22578
+ *
22579
+ * @param {Object<string, Node>} outputNodes - The MRT outputs.
22580
+ */
22581
+ constructor( outputNodes ) {
22092
22582
 
22093
- } else if ( buffer === BUFFER_EMISSIVE ) {
22583
+ super();
22094
22584
 
22095
- emissive.assign( vec3( 0 ) );
22585
+ /**
22586
+ * A dictionary representing the MRT outputs. The key
22587
+ * is the name of the output, the value the node which produces
22588
+ * the output result.
22589
+ *
22590
+ * @type {Object<string, Node>}
22591
+ */
22592
+ this.outputNodes = outputNodes;
22593
+
22594
+ /**
22595
+ * A dictionary storing the blend modes for each output.
22596
+ *
22597
+ * @type {Object<string, BlendMode>}
22598
+ */
22599
+ this.blendModes = {
22600
+ output: _materialBlending
22601
+ };
22602
+
22603
+ /**
22604
+ * A dictionary storing the clear colors for each output.
22605
+ *
22606
+ * @type {Object<string, Color4>}
22607
+ */
22608
+ this.clearColors = {};
22609
+
22610
+ /**
22611
+ * This flag can be used for type testing.
22612
+ *
22613
+ * @type {boolean}
22614
+ * @readonly
22615
+ * @default true
22616
+ */
22617
+ this.isMRTNode = true;
22096
22618
 
22097
22619
  }
22098
22620
 
22099
- }
22621
+ /**
22622
+ * Sets the blend mode for the given output name.
22623
+ *
22624
+ * @param {string} name - The name of the output.
22625
+ * @param {BlendMode} blend - The blending mode.
22626
+ * @return {MRTNode} The current MRT node.
22627
+ */
22628
+ setBlendMode( name, blend ) {
22100
22629
 
22101
- /**
22102
- * The color for one buffer channel. Scalar channels are copied into RGB.
22103
- *
22104
- * @param {string} buffer - `renderer.debug.buffer`.
22105
- * @return {Node<vec3>} The channel color.
22106
- */
22107
- function bufferVisualizationColor( buffer ) {
22630
+ this.blendModes[ name ] = blend;
22108
22631
 
22109
- if ( buffer === BUFFER_WORLD_NORMAL ) {
22632
+ return this;
22110
22633
 
22111
- return normalWorld.mul( 0.5 ).add( 0.5 );
22634
+ }
22635
+
22636
+ /**
22637
+ * Returns the blend mode for the given output name.
22638
+ *
22639
+ * @param {string} name - The name of the output.
22640
+ * @return {BlendMode} The blend mode.
22641
+ */
22642
+ getBlendMode( name ) {
22643
+
22644
+ return this.blendModes[ name ] || _noBlending;
22112
22645
 
22113
22646
  }
22114
22647
 
22115
- if ( buffer === BUFFER_ROUGHNESS ) {
22648
+ /**
22649
+ * Sets the clear color for the given output name.
22650
+ *
22651
+ * @param {string} name - The name of the output.
22652
+ * @param {number|string|Color} color - The clear color.
22653
+ * @param {number} [alpha=1] - The clear alpha.
22654
+ * @return {MRTNode} The current MRT node.
22655
+ */
22656
+ setClearColor( name, color, alpha = 1 ) {
22116
22657
 
22117
- return vec3( roughness );
22658
+ const clearColor = this.clearColors[ name ] || ( this.clearColors[ name ] = new Color4() );
22659
+
22660
+ clearColor.set( color );
22661
+ clearColor.a = alpha;
22662
+
22663
+ return this;
22118
22664
 
22119
22665
  }
22120
22666
 
22121
- if ( buffer === BUFFER_METALLIC ) {
22667
+ /**
22668
+ * Returns the clear color for the given output name.
22669
+ *
22670
+ * @param {string} name - The name of the output.
22671
+ * @return {?Color4} The clear color. Returns `null` if no clear color is defined
22672
+ * which means the renderer's default clear policy is applied.
22673
+ */
22674
+ getClearColor( name ) {
22122
22675
 
22123
- return vec3( metalness );
22676
+ return this.clearColors[ name ] || null;
22124
22677
 
22125
22678
  }
22126
22679
 
22127
- if ( buffer === BUFFER_AMBIENT_OCCLUSION ) {
22680
+ /**
22681
+ * Returns `true` if the MRT node has an output with the given name.
22682
+ *
22683
+ * @param {string} name - The name of the output.
22684
+ * @return {NodeBuilder} Whether the MRT node has an output for the given name or not.
22685
+ */
22686
+ has( name ) {
22128
22687
 
22129
- return vec3( ambientOcclusion );
22688
+ return this.outputNodes[ name ] !== undefined;
22130
22689
 
22131
22690
  }
22132
22691
 
22133
- if ( buffer === BUFFER_EMISSIVE ) {
22692
+ /**
22693
+ * Returns the output node for the given name.
22694
+ *
22695
+ * @param {string} name - The name of the output.
22696
+ * @return {Node} The output node.
22697
+ */
22698
+ get( name ) {
22134
22699
 
22135
- return emissive;
22700
+ return this.outputNodes[ name ];
22136
22701
 
22137
22702
  }
22138
22703
 
22139
- return diffuseColor.rgb;
22704
+ /**
22705
+ * Merges the outputs of the given MRT node with the outputs of this node.
22706
+ *
22707
+ * @param {MRTNode} mrtNode - The MRT to merge.
22708
+ * @return {MRTNode} A new MRT node with merged outputs..
22709
+ */
22710
+ merge( mrtNode ) {
22711
+
22712
+ const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
22713
+ const blendModes = { ...this.blendModes, ...mrtNode.blendModes };
22714
+ const clearColors = { ...this.clearColors, ...mrtNode.clearColors };
22715
+
22716
+ const mrtTarget = mrt( outputs );
22717
+ mrtTarget.blendModes = blendModes;
22718
+ mrtTarget.clearColors = clearColors;
22719
+
22720
+ return mrtTarget;
22721
+
22722
+ }
22723
+
22724
+ setup( builder ) {
22725
+
22726
+ const outputNodes = this.outputNodes;
22727
+ const mrt = builder.renderer.getRenderTarget();
22728
+
22729
+ const members = [];
22730
+
22731
+ const textures = mrt.textures;
22732
+
22733
+ for ( const name in outputNodes ) {
22734
+
22735
+ const index = getTextureIndex( textures, name );
22736
+
22737
+ // Ignore if the output exists in the MRT but has never been used.
22738
+ if ( index === -1 ) continue;
22739
+
22740
+ const type = builder.getOutputType( index );
22741
+
22742
+ members[ index ] = outputNodes[ name ].convert( type );
22743
+
22744
+ }
22745
+
22746
+ this.members = members;
22747
+
22748
+ return super.setup( builder );
22749
+
22750
+ }
22140
22751
 
22141
22752
  }
22142
22753
 
22143
22754
  /**
22144
- * Replaces the shaded color with the selected buffer. Alpha stays the material's coverage
22145
- * so masked and transparent surfaces keep their shape.
22755
+ * TSL function for creating a MRT node.
22146
22756
  *
22147
- * @param {string} buffer - `renderer.debug.buffer`.
22148
- * @return {Node<vec4>} The buffer color.
22757
+ * @tsl
22758
+ * @function
22759
+ * @param {Object<string, Node>} outputNodes - The MRT outputs.
22760
+ * @returns {MRTNode}
22149
22761
  */
22150
- function bufferVisualizationOutput( buffer ) {
22151
-
22152
- return vec4( bufferVisualizationColor( buffer ), diffuseColor.a );
22153
-
22154
- }
22762
+ const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
22155
22763
 
22156
22764
  // WITH_GENESYS
22157
22765
  // Lighting only and detail lighting. Both replace the shaded albedo with a flat gray.
@@ -22210,11 +22818,12 @@ const lightingOnlyNormal = /*@__PURE__*/ Fn( ( builder ) => {
22210
22818
  * Lit materials become a dielectric gray. Unlit materials become flat gray.
22211
22819
  *
22212
22820
  * @param {NodeBuilder} builder - The current node builder.
22821
+ * @param {NodeMaterial} material - The node material being set up. `builder.material` can be the
22822
+ * source material of a converted one, such as a glTF `MeshStandardMaterial`.
22213
22823
  * @param {string} view - `renderer.debug.view`.
22214
22824
  */
22215
- function applyLightingDebug( builder, view ) {
22825
+ function applyLightingDebug( builder, material, view ) {
22216
22826
 
22217
- const material = builder.material;
22218
22827
  const gray = vec3( LIGHTING_ONLY_BRIGHTNESS );
22219
22828
 
22220
22829
  diffuseColor.rgb.assign( gray );
@@ -22333,10 +22942,11 @@ function writeDrawCallColor( color, object, material ) {
22333
22942
  * The color is an object uniform, so meshes that share a material still differ.
22334
22943
  *
22335
22944
  * @param {NodeBuilder} builder - The current node builder.
22945
+ * @param {NodeMaterial} material - The node material being set up. `builder.material` can be the
22946
+ * source material of a converted one, such as a glTF `MeshStandardMaterial`.
22336
22947
  */
22337
- function applyDrawCallDebug( builder ) {
22948
+ function applyDrawCallDebug( builder, material ) {
22338
22949
 
22339
- const material = builder.material;
22340
22950
  const colorNode = uniform( new Color() ).onObjectUpdate( ( { object, material: drawnMaterial }, self ) => {
22341
22951
 
22342
22952
  if ( object === null || drawnMaterial === null ) return;
@@ -22373,6 +22983,321 @@ function applyDrawCallDebug( builder ) {
22373
22983
 
22374
22984
  }
22375
22985
 
22986
+ // WITH_GENESYS
22987
+ // Front/back face. Both windings are drawn. The side facing the camera uses one color, the other side another.
22988
+ // !WITH_GENESYS
22989
+
22990
+
22991
+ /**
22992
+ * Front/back face. Culling is off. A fragment whose winding faces the camera is one color.
22993
+ * The opposite winding is another. Depth still hides a face behind the shell.
22994
+ *
22995
+ * @type {string}
22996
+ */
22997
+ const DEBUG_VIEW_FRONT_BACK_FACE = 'frontBackFace';
22998
+
22999
+ /**
23000
+ * Rasterizer front face, ignoring the material side shortcut in {@link frontFacing}.
23001
+ * `BackSide` materials otherwise report every fragment as back facing.
23002
+ */
23003
+ let GeometricFrontFacingNode$1 = class GeometricFrontFacingNode extends Node {
23004
+
23005
+ static get type() {
23006
+
23007
+ return 'GeometricFrontFacingNode';
23008
+
23009
+ }
23010
+
23011
+ constructor() {
23012
+
23013
+ super( 'bool' );
23014
+
23015
+ }
23016
+
23017
+ generate( builder ) {
23018
+
23019
+ if ( builder.shaderStage !== 'fragment' ) return 'true';
23020
+
23021
+ return builder.getFrontFacing();
23022
+
23023
+ }
23024
+
23025
+ };
23026
+
23027
+ const geometricFrontFacing$1 = /*@__PURE__*/ nodeImmutable( GeometricFrontFacingNode$1 );
23028
+
23029
+ const FRONT_COLOR$1 = /*@__PURE__*/ vec3( 0.72, 0.70, 0.66 );
23030
+ const BACK_COLOR$1 = /*@__PURE__*/ vec3( 0.25, 0.45, 0.85 );
23031
+
23032
+ /**
23033
+ * Replaces albedo with the front or back color after the material has written its channels.
23034
+ * Lit materials become a matte dielectric. Unlit materials become flat.
23035
+ *
23036
+ * @param {NodeBuilder} builder - The current node builder.
23037
+ * @param {NodeMaterial} material - The node material being set up.
23038
+ */
23039
+ function applyFrontBackFaceDebug( builder, material ) {
23040
+
23041
+ const colorNode = select( geometricFrontFacing$1, FRONT_COLOR$1, BACK_COLOR$1 );
23042
+
23043
+ diffuseColor.rgb.assign( colorNode );
23044
+
23045
+ if ( material.lights !== true ) return;
23046
+
23047
+ metalness.assign( float( 0 ) );
23048
+ diffuseContribution.assign( colorNode );
23049
+ roughness.assign( float( 1 ) );
23050
+ specularColor.assign( vec3( 0 ) );
23051
+ specularColorBlended.assign( vec3( 0 ) );
23052
+ specularF90.assign( float( 0 ) );
23053
+
23054
+ builder.context.ambientOcclusion = null;
23055
+
23056
+ if ( material.useClearcoat === true ) clearcoat.assign( float( 0 ) );
23057
+
23058
+ if ( material.useSheen === true ) sheen.assign( vec3( 0 ) );
23059
+
23060
+ if ( material.useIridescence === true ) iridescence.assign( float( 0 ) );
23061
+
23062
+ if ( material.useAnisotropy === true ) anisotropy.assign( float( 0 ) );
23063
+
23064
+ if ( material.useTransmission === true ) transmission.assign( float( 0 ) );
23065
+
23066
+ if ( material.useRetroreflection === true ) retroreflectivity.assign( float( 0 ) );
23067
+
23068
+ }
23069
+
23070
+ // WITH_GENESYS
23071
+ // Shadow casters. Green when the object casts a shadow, gray when it does not.
23072
+ // !WITH_GENESYS
23073
+
23074
+
23075
+ /**
23076
+ * Shadow casters. A mesh that casts shadows is green. One that does not is gray.
23077
+ * The color is lit, so form stays readable.
23078
+ *
23079
+ * Matches Unreal's simplified shadow-caster view (`GetCachedShadowCasterColorSimplified`):
23080
+ * green `(0, 1, 0)` casts, gray `(0.5, 0.5, 0.5)` does not. Contact-shadow yellow is omitted;
23081
+ * Three.js has no per-object contact-shadow flag.
23082
+ *
23083
+ * @type {string}
23084
+ */
23085
+ const DEBUG_VIEW_SHADOW_CASTER = 'shadowCaster';
23086
+
23087
+ const CASTS_COLOR = new Color( 0, 1, 0 );
23088
+ const NONE_COLOR = new Color( 0.5, 0.5, 0.5 );
23089
+
23090
+ /**
23091
+ * Replaces albedo with the caster color after the material has written its channels.
23092
+ * Lit materials become a matte dielectric. Unlit materials become flat.
23093
+ * The color is an object uniform, so meshes that share a material still differ.
23094
+ *
23095
+ * @param {NodeBuilder} builder - The current node builder.
23096
+ * @param {NodeMaterial} material - The node material being set up. `builder.material` can be the
23097
+ * source material of a converted one, such as a glTF `MeshStandardMaterial`.
23098
+ */
23099
+ function applyShadowCasterDebug( builder, material ) {
23100
+
23101
+ const colorNode = uniform( new Color() ).onObjectUpdate( ( { object }, self ) => {
23102
+
23103
+ if ( object === null ) return;
23104
+
23105
+ return self.value.copy( object.castShadow === true ? CASTS_COLOR : NONE_COLOR );
23106
+
23107
+ } );
23108
+
23109
+ diffuseColor.rgb.assign( colorNode );
23110
+
23111
+ if ( material.lights !== true ) return;
23112
+
23113
+ metalness.assign( float( 0 ) );
23114
+ diffuseContribution.assign( colorNode );
23115
+ roughness.assign( float( 1 ) );
23116
+ specularColor.assign( vec3( 0 ) );
23117
+ specularColorBlended.assign( vec3( 0 ) );
23118
+ specularF90.assign( float( 0 ) );
23119
+
23120
+ builder.context.ambientOcclusion = null;
23121
+
23122
+ if ( material.useClearcoat === true ) clearcoat.assign( float( 0 ) );
23123
+
23124
+ if ( material.useSheen === true ) sheen.assign( vec3( 0 ) );
23125
+
23126
+ if ( material.useIridescence === true ) iridescence.assign( float( 0 ) );
23127
+
23128
+ if ( material.useAnisotropy === true ) anisotropy.assign( float( 0 ) );
23129
+
23130
+ if ( material.useTransmission === true ) transmission.assign( float( 0 ) );
23131
+
23132
+ if ( material.useRetroreflection === true ) retroreflectivity.assign( float( 0 ) );
23133
+
23134
+ }
23135
+
23136
+ // WITH_GENESYS
23137
+ // Double sided. Gray is a single-sided surface or the front of a double-sided one.
23138
+ // Blue is a double-sided back face you can see. Red is a double-sided back face hidden behind the front.
23139
+ // !WITH_GENESYS
23140
+
23141
+
23142
+ /**
23143
+ * Double sided. A single-sided material is gray. A double-sided front face is gray.
23144
+ * A double-sided back face that is the nearest surface is blue. A later pass paints
23145
+ * a hidden double-sided back face red over the front.
23146
+ *
23147
+ * @type {string}
23148
+ */
23149
+ const DEBUG_VIEW_DOUBLE_SIDE = 'doubleSide';
23150
+
23151
+ /**
23152
+ * Rasterizer front face, ignoring the material side shortcut in {@link frontFacing}.
23153
+ */
23154
+ class GeometricFrontFacingNode extends Node {
23155
+
23156
+ static get type() {
23157
+
23158
+ return 'GeometricFrontFacingNode';
23159
+
23160
+ }
23161
+
23162
+ constructor() {
23163
+
23164
+ super( 'bool' );
23165
+
23166
+ }
23167
+
23168
+ generate( builder ) {
23169
+
23170
+ if ( builder.shaderStage !== 'fragment' ) return 'true';
23171
+
23172
+ return builder.getFrontFacing();
23173
+
23174
+ }
23175
+
23176
+ }
23177
+
23178
+ const geometricFrontFacing = /*@__PURE__*/ nodeImmutable( GeometricFrontFacingNode );
23179
+
23180
+ const hideCache = new WeakMap();
23181
+
23182
+ /**
23183
+ * A flat card or wall has normals that all point the same way, so its back face is the same
23184
+ * surface. A box or a closed shell has normals that face each other, so one side can hide the other.
23185
+ *
23186
+ * @param {BufferGeometry} geometry - The mesh geometry.
23187
+ * @return {boolean} `true` when some normals oppose the first one.
23188
+ */
23189
+ function meshCanHideOwnBack( geometry ) {
23190
+
23191
+ const normal = geometry.getAttribute( 'normal' );
23192
+ const cached = hideCache.get( geometry );
23193
+
23194
+ if ( cached !== undefined && cached.version === geometry.version ) return cached.hides;
23195
+
23196
+ let hides = false;
23197
+
23198
+ if ( normal !== undefined && normal.count > 1 ) {
23199
+
23200
+ const ax = normal.getX( 0 );
23201
+ const ay = normal.getY( 0 );
23202
+ const az = normal.getZ( 0 );
23203
+ const step = Math.max( 1, Math.floor( normal.count / 64 ) );
23204
+
23205
+ for ( let i = step; i < normal.count; i += step ) {
23206
+
23207
+ if ( ax * normal.getX( i ) + ay * normal.getY( i ) + az * normal.getZ( i ) < 0.25 ) {
23208
+
23209
+ hides = true;
23210
+ break;
23211
+
23212
+ }
23213
+
23214
+ }
23215
+
23216
+ }
23217
+
23218
+ hideCache.set( geometry, { version: geometry.version, hides } );
23219
+
23220
+ return hides;
23221
+
23222
+ }
23223
+
23224
+ const FRONT_COLOR = /*@__PURE__*/ vec3( 0.5, 0.5, 0.5 );
23225
+ const BACK_COLOR = /*@__PURE__*/ vec3( 0.25, 0.45, 0.85 );
23226
+ const HIDDEN_COLOR = /*@__PURE__*/ vec3( 0.85, 0.12, 0.1 );
23227
+
23228
+ /**
23229
+ * Makes a lit material a matte dielectric in the debug color. An unlit material stays flat.
23230
+ *
23231
+ * @param {NodeBuilder} builder - The current node builder.
23232
+ * @param {NodeMaterial} material - The node material being set up.
23233
+ * @param {Node} colorNode - The albedo written for this fragment.
23234
+ */
23235
+ function assignLitColor( builder, material, colorNode ) {
23236
+
23237
+ diffuseColor.rgb.assign( colorNode );
23238
+
23239
+ if ( material.lights !== true ) return;
23240
+
23241
+ metalness.assign( float( 0 ) );
23242
+ diffuseContribution.assign( colorNode );
23243
+ roughness.assign( float( 1 ) );
23244
+ specularColor.assign( vec3( 0 ) );
23245
+ specularColorBlended.assign( vec3( 0 ) );
23246
+ specularF90.assign( float( 0 ) );
23247
+
23248
+ builder.context.ambientOcclusion = null;
23249
+
23250
+ if ( material.useClearcoat === true ) clearcoat.assign( float( 0 ) );
23251
+
23252
+ if ( material.useSheen === true ) sheen.assign( vec3( 0 ) );
23253
+
23254
+ if ( material.useIridescence === true ) iridescence.assign( float( 0 ) );
23255
+
23256
+ if ( material.useAnisotropy === true ) anisotropy.assign( float( 0 ) );
23257
+
23258
+ if ( material.useTransmission === true ) transmission.assign( float( 0 ) );
23259
+
23260
+ if ( material.useRetroreflection === true ) retroreflectivity.assign( float( 0 ) );
23261
+
23262
+ }
23263
+
23264
+ /**
23265
+ * Replaces albedo after the material has written its channels.
23266
+ * The hidden pass forces red. The first pass uses gray, or blue on a visible double-sided back face.
23267
+ *
23268
+ * @param {NodeBuilder} builder - The current node builder.
23269
+ * @param {NodeMaterial} material - The node material being set up. `builder.material` can be the
23270
+ * source material of a converted one, such as a glTF `MeshStandardMaterial`.
23271
+ */
23272
+ function applyDoubleSideDebug( builder, material ) {
23273
+
23274
+ const hidden = builder.renderer.debug.doubleSideHidden === true;
23275
+ const visibleBack = builder.renderer.debug.doubleSideBack === true;
23276
+ const doubleSided = material.side === DoubleSide;
23277
+ const colorNode = hidden ? HIDDEN_COLOR : ( visibleBack ? BACK_COLOR : ( doubleSided ? select( geometricFrontFacing, FRONT_COLOR, BACK_COLOR ) : FRONT_COLOR ) );
23278
+
23279
+ assignLitColor( builder, material, colorNode );
23280
+
23281
+ }
23282
+
23283
+ /**
23284
+ * Replaces the color a material writes with a debug output. With MRT, only the `output`
23285
+ * attachment is replaced so the other attachments keep their members. Converting the
23286
+ * whole MRT struct to a color leaves WGSL with an empty output struct.
23287
+ *
23288
+ * @param {Node} resultNode - The material's fragment result, possibly an MRT node.
23289
+ * @param {function(Node): Node} createOutput - Builds the debug color from the shaded color.
23290
+ * @return {Node} The fragment result with the debug color in place.
23291
+ */
23292
+ function replaceColorOutput( resultNode, createOutput ) {
23293
+
23294
+ if ( resultNode.isMRTNode !== true ) return createOutput( resultNode );
23295
+
23296
+ if ( resultNode.has( 'output' ) !== true ) return resultNode;
23297
+
23298
+ return resultNode.merge( mrt( { output: createOutput( resultNode.get( 'output' ) ) } ) );
23299
+
23300
+ }
22376
23301
  // !WITH_GENESYS
22377
23302
 
22378
23303
  /**
@@ -22891,11 +23816,23 @@ class NodeMaterial extends Material {
22891
23816
  // for detail lighting and can be replaced for lighting only.
22892
23817
  if ( ( renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || renderer.debug.view === DEBUG_VIEW_DETAIL_LIGHTING ) && this.isShadowPassMaterial !== true ) {
22893
23818
 
22894
- applyLightingDebug( builder, renderer.debug.view );
23819
+ applyLightingDebug( builder, this, renderer.debug.view );
22895
23820
 
22896
23821
  } else if ( renderer.debug.view === DEBUG_VIEW_DRAW_CALL && this.isShadowPassMaterial !== true ) {
22897
23822
 
22898
- applyDrawCallDebug( builder );
23823
+ applyDrawCallDebug( builder, this );
23824
+
23825
+ } else if ( renderer.debug.view === DEBUG_VIEW_FRONT_BACK_FACE && this.isShadowPassMaterial !== true ) {
23826
+
23827
+ applyFrontBackFaceDebug( builder, this );
23828
+
23829
+ } else if ( renderer.debug.view === DEBUG_VIEW_SHADOW_CASTER && this.isShadowPassMaterial !== true ) {
23830
+
23831
+ applyShadowCasterDebug( builder, this );
23832
+
23833
+ } else if ( renderer.debug.view === DEBUG_VIEW_DOUBLE_SIDE && this.isShadowPassMaterial !== true ) {
23834
+
23835
+ applyDoubleSideDebug( builder, this );
22899
23836
 
22900
23837
  }
22901
23838
  // !WITH_GENESYS
@@ -22970,27 +23907,32 @@ class NodeMaterial extends Material {
22970
23907
  }
22971
23908
 
22972
23909
  // WITH_GENESYS
22973
- // The screen output pass colorizes the accumulated ratio. Wrapping that pass
22974
- // would replace the heatmap with this material's own constant cost.
22975
- if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY && this.isShadowPassMaterial !== true && renderer.isOutputTarget !== true ) {
23910
+ // The screen output pass colorizes the accumulated ratio. Wrapping that pass, or a
23911
+ // post-processing quad that copies the scene target, would replace the heatmap with
23912
+ // that quad's own constant cost.
23913
+ if ( debugDrawAccumulates( renderer, this, builder.object ) ) {
23914
+
23915
+ if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY ) {
23916
+
23917
+ builder.shaderComplexityBase = this.getShaderComplexity();
23918
+ resultNode = replaceColorOutput( resultNode, shaderComplexityOutput );
22976
23919
 
22977
- builder.shaderComplexityBase = this.getShaderComplexity();
22978
- resultNode = shaderComplexityOutput( resultNode );
23920
+ } else if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_OVERDRAW ) {
22979
23921
 
22980
- } else if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS && this.isShadowPassMaterial !== true && renderer.isOutputTarget !== true ) {
23922
+ builder.shaderComplexityBase = this.getShaderComplexity();
23923
+ resultNode = replaceColorOutput( resultNode, shaderComplexityAndOverdrawOutput );
22981
23924
 
22982
- builder.shaderComplexityBase = this.getShaderComplexity();
22983
- resultNode = shaderComplexityAndQuadsOutput( resultNode );
23925
+ } else {
22984
23926
 
22985
- } else if ( renderer.debug.view === DEBUG_VIEW_QUAD_OVERDRAW && this.isShadowPassMaterial !== true && renderer.isOutputTarget !== true ) {
23927
+ resultNode = replaceColorOutput( resultNode, quadOverdrawOutput );
22986
23928
 
22987
- resultNode = quadOverdrawOutput( resultNode );
23929
+ }
22988
23930
 
22989
23931
  } else if ( renderer.debug.view === DEBUG_VIEW_BUFFER && this.isShadowPassMaterial !== true && this.fragmentNode === null ) {
22990
23932
 
22991
23933
  // The fullscreen output pass sets fragmentNode. Scene materials do not, including
22992
23934
  // when the scene is drawn straight to the canvas.
22993
- resultNode = bufferVisualizationOutput( renderer.debug.buffer );
23935
+ resultNode = replaceColorOutput( resultNode, () => bufferVisualizationOutput( renderer.debug.buffer ) );
22994
23936
 
22995
23937
  }
22996
23938
  // !WITH_GENESYS
@@ -23350,7 +24292,7 @@ class NodeMaterial extends Material {
23350
24292
  setupNormal( builder ) {
23351
24293
 
23352
24294
  // WITH_GENESYS
23353
- if ( ( builder.renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || builder.renderer.debug.view === DEBUG_VIEW_DRAW_CALL ) && this.isShadowPassMaterial !== true && this.fragmentNode === null ) {
24295
+ if ( ( builder.renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || builder.renderer.debug.view === DEBUG_VIEW_DRAW_CALL || builder.renderer.debug.view === DEBUG_VIEW_FRONT_BACK_FACE || builder.renderer.debug.view === DEBUG_VIEW_SHADOW_CASTER || builder.renderer.debug.view === DEBUG_VIEW_DOUBLE_SIDE ) && this.isShadowPassMaterial !== true && this.fragmentNode === null ) {
23354
24296
 
23355
24297
  return lightingOnlyNormal();
23356
24298
 
@@ -23555,7 +24497,7 @@ class NodeMaterial extends Material {
23555
24497
  // WITH_GENESYS
23556
24498
  // Lighting only and draw call substitute a plain lit material, so emissive is dropped.
23557
24499
  // Detail lighting keeps it.
23558
- if ( ( builder.renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || builder.renderer.debug.view === DEBUG_VIEW_DRAW_CALL ) && this.isShadowPassMaterial !== true ) {
24500
+ if ( ( builder.renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || builder.renderer.debug.view === DEBUG_VIEW_DRAW_CALL || builder.renderer.debug.view === DEBUG_VIEW_FRONT_BACK_FACE || builder.renderer.debug.view === DEBUG_VIEW_SHADOW_CASTER || builder.renderer.debug.view === DEBUG_VIEW_DOUBLE_SIDE ) && this.isShadowPassMaterial !== true ) {
23559
24501
 
23560
24502
  return outgoingLightNode;
23561
24503
 
@@ -32466,7 +33408,7 @@ class RenderObject {
32466
33408
 
32467
33409
  // WITH_GENESYS
32468
33410
  // hash() xors each argument as a number, so a view name has to be hashed first.
32469
- cacheKey = hash$1( cacheKey, hashString( this.renderer.debug.view ), hashString( this.renderer.debug.buffer ), this.renderer.debug.shaderComplexityBudget, this.renderer.debug.quadOverdrawBudget );
33411
+ cacheKey = hash$1( cacheKey, hashString( this.renderer.debug.view ), hashString( this.renderer.debug.buffer ), this.renderer.debug.shaderComplexityBudget, this.renderer.debug.quadOverdrawBudget, this.renderer.debug.doubleSideHidden === true ? 1 : 0, this.renderer.debug.doubleSideBack === true ? 1 : 0 );
32470
33412
  // !WITH_GENESYS
32471
33413
 
32472
33414
  return cacheKey;
@@ -36857,130 +37799,47 @@ class Textures extends DataMap {
36857
37799
 
36858
37800
  this.info.destroyTexture( texture );
36859
37801
 
36860
- }
36861
-
36862
- }
36863
-
36864
- // WITH_GENESYS
36865
- /**
36866
- * Frees internal resources. Destroys every tracked render target and
36867
- * texture so the `'dispose'` listeners installed by {@link updateTexture}
36868
- * and {@link updateRenderTarget} are removed; without this, listeners on
36869
- * shared textures (PMREM, environment maps, etc.) would retain this
36870
- * `Textures` instance (and its renderer) across renderer teardown.
36871
- *
36872
- * @override
36873
- */
36874
- dispose() {
36875
-
36876
- // Snapshot first: `_destroy*` mutates the sets.
36877
- const renderTargets = Array.from( this._renderTargets );
36878
- this._renderTargets.clear();
36879
-
36880
- for ( const renderTarget of renderTargets ) {
36881
-
36882
- this._destroyRenderTarget( renderTarget );
36883
-
36884
- }
36885
-
36886
- const textures = Array.from( this._textures );
36887
- this._textures.clear();
36888
-
36889
- for ( const texture of textures ) {
36890
-
36891
- this._destroyTexture( texture );
36892
-
36893
- }
36894
-
36895
- this._htmlTextures.clear();
36896
-
36897
- super.dispose();
36898
-
36899
- }
36900
- // !WITH_GENESYS
36901
-
36902
- }
36903
-
36904
- /**
36905
- * A four-component version of {@link Color} which is internally
36906
- * used by the renderer to represents clear color with alpha as
36907
- * one object.
36908
- *
36909
- * @private
36910
- * @augments Color
36911
- */
36912
- class Color4 extends Color {
36913
-
36914
- /**
36915
- * Constructs a new four-component color.
36916
- * You can also pass a single THREE.Color, hex or
36917
- * string argument to this constructor.
36918
- *
36919
- * @param {number|string} [r=1] - The red value.
36920
- * @param {number} [g=1] - The green value.
36921
- * @param {number} [b=1] - The blue value.
36922
- * @param {number} [a=1] - The alpha value.
36923
- */
36924
- constructor( r, g, b, a = 1 ) {
36925
-
36926
- super( r, g, b );
36927
-
36928
- this.a = a;
37802
+ }
36929
37803
 
36930
37804
  }
36931
37805
 
37806
+ // WITH_GENESYS
36932
37807
  /**
36933
- * Overwrites the default to honor alpha.
36934
- * You can also pass a single THREE.Color, hex or
36935
- * string argument to this method.
37808
+ * Frees internal resources. Destroys every tracked render target and
37809
+ * texture so the `'dispose'` listeners installed by {@link updateTexture}
37810
+ * and {@link updateRenderTarget} are removed; without this, listeners on
37811
+ * shared textures (PMREM, environment maps, etc.) would retain this
37812
+ * `Textures` instance (and its renderer) across renderer teardown.
36936
37813
  *
36937
- * @param {number|string|Color} r - The red value.
36938
- * @param {number} [g] - The green value.
36939
- * @param {number} [b] - The blue value.
36940
- * @param {number} [a=1] - The alpha value.
36941
- * @return {Color4} A reference to this object.
37814
+ * @override
36942
37815
  */
36943
- set( r, g, b, a = 1 ) {
36944
-
36945
- this.a = a;
36946
-
36947
- return super.set( r, g, b );
37816
+ dispose() {
36948
37817
 
36949
- }
37818
+ // Snapshot first: `_destroy*` mutates the sets.
37819
+ const renderTargets = Array.from( this._renderTargets );
37820
+ this._renderTargets.clear();
36950
37821
 
36951
- /**
36952
- * Overwrites the default to honor alpha.
36953
- *
36954
- * @param {Color4} color - The color to copy.
36955
- * @return {Color4} A reference to this object.
36956
- */
36957
- copy( color ) {
37822
+ for ( const renderTarget of renderTargets ) {
36958
37823
 
36959
- if ( color.a !== undefined ) this.a = color.a;
37824
+ this._destroyRenderTarget( renderTarget );
36960
37825
 
36961
- return super.copy( color );
37826
+ }
36962
37827
 
36963
- }
37828
+ const textures = Array.from( this._textures );
37829
+ this._textures.clear();
36964
37830
 
36965
- /**
36966
- * Overwrites the default to honor alpha.
36967
- *
36968
- * @return {Color4} The cloned color.
36969
- */
36970
- clone() {
37831
+ for ( const texture of textures ) {
36971
37832
 
36972
- return new this.constructor( this.r, this.g, this.b, this.a );
37833
+ this._destroyTexture( texture );
36973
37834
 
36974
- }
37835
+ }
36975
37836
 
36976
- *[ Symbol.iterator ]() {
37837
+ this._htmlTextures.clear();
36977
37838
 
36978
- yield this.r;
36979
- yield this.g;
36980
- yield this.b;
36981
- yield this.a;
37839
+ super.dispose();
36982
37840
 
36983
37841
  }
37842
+ // !WITH_GENESYS
36984
37843
 
36985
37844
  }
36986
37845
 
@@ -37608,652 +38467,124 @@ class StackNode extends Node {
37608
38467
  const stages = builder.getDataFromNode( node, 'any' ).stages;
37609
38468
  const parents = stages && stages[ builder.shaderStage ];
37610
38469
 
37611
- if ( node.isVarNode && parents && parents.length === 1 && parents[ 0 ] && parents[ 0 ].isStackNode ) {
37612
-
37613
- continue; // skip var nodes that are only used in .toVarying()
37614
-
37615
- }
37616
-
37617
- node.build( builder, 'void' );
37618
-
37619
- }
37620
-
37621
- this._currentNode = previousNode;
37622
-
37623
- }
37624
-
37625
- //
37626
-
37627
- let result;
37628
-
37629
- if ( this.outputNode ) {
37630
-
37631
- const buildResult = this.outputNode.build( builder, ...params );
37632
-
37633
- if ( builder.buildStage !== 'generate' || this.outputNode.getNodeType( builder ) !== 'void' ) {
37634
-
37635
- result = buildResult;
37636
-
37637
- }
37638
-
37639
- } else {
37640
-
37641
- result = super.build( builder, ...params );
37642
-
37643
- }
37644
-
37645
- setCurrentStack( previousStack );
37646
-
37647
- builder.removeActiveStack( this );
37648
-
37649
- return result;
37650
-
37651
- }
37652
-
37653
- }
37654
-
37655
- /**
37656
- * TSL function for creating a stack node.
37657
- *
37658
- * @tsl
37659
- * @function
37660
- * @param {?StackNode} [parent=null] - The parent stack node.
37661
- * @returns {StackNode}
37662
- */
37663
- const stack = /*@__PURE__*/ nodeProxy( StackNode ).setParameterLength( 0, 1 );
37664
-
37665
- /**
37666
- * Generates a layout for struct members.
37667
- * This function takes an object representing struct members and returns an array of member layouts.
37668
- * Each member layout includes the member's name, type, and whether it is atomic.
37669
- *
37670
- * @param {Object.<string, string|Object>} members - An object where keys are member names and values are either types (as strings) or objects with type and atomic properties.
37671
- * @returns {Array.<{name: string, type: string, atomic: boolean}>} An array of member layouts.
37672
- */
37673
- function getMembersLayout( members ) {
37674
-
37675
- return Object.entries( members ).map( ( [ name, value ] ) => {
37676
-
37677
- if ( typeof value === 'string' ) {
37678
-
37679
- return { name, type: value, atomic: false };
37680
-
37681
- }
37682
-
37683
- return { name, type: value.type, atomic: value.atomic || false };
37684
-
37685
- } );
37686
-
37687
- }
37688
-
37689
- /**
37690
- * Represents a struct type node in the node-based system.
37691
- * This class is used to define and manage the layout and types of struct members.
37692
- * It extends the base Node class and provides methods to get the length of the struct,
37693
- * retrieve member types, and generate the struct type for a builder.
37694
- *
37695
- * @augments Node
37696
- */
37697
- class StructTypeNode extends Node {
37698
-
37699
- static get type() {
37700
-
37701
- return 'StructTypeNode';
37702
-
37703
- }
37704
-
37705
- /**
37706
- * Creates an instance of StructTypeNode.
37707
- *
37708
- * @param {Object} membersLayout - The layout of the members for the struct.
37709
- * @param {?string} [name=null] - The optional name of the struct.
37710
- */
37711
- constructor( membersLayout, name = null ) {
37712
-
37713
- super( 'struct' );
37714
-
37715
- /**
37716
- * The layout of the members for the struct
37717
- *
37718
- * @type {Array.<{name: string, type: string, atomic: boolean}>}
37719
- */
37720
- this.membersLayout = getMembersLayout( membersLayout );
37721
-
37722
- /**
37723
- * The name of the struct.
37724
- *
37725
- * @type {?string}
37726
- * @default null
37727
- */
37728
- this.name = name;
37729
-
37730
- /**
37731
- * This flag can be used for type testing.
37732
- *
37733
- * @type {boolean}
37734
- * @readonly
37735
- * @default true
37736
- */
37737
- this.isStructTypeNode = true;
37738
-
37739
- }
37740
-
37741
- /**
37742
- * Returns the length of the struct in 4-byte elements (e.g. float or int components).
37743
- * The length is calculated by summing the lengths of the struct's members, accounting for memory alignment.
37744
- * To get the size in bytes, multiply the returned value by 4.
37745
- *
37746
- * @returns {number} The length of the struct in 4-byte elements.
37747
- */
37748
- getLength() {
37749
-
37750
- let maxAlignment = 1; // maximum alignment value in this struct
37751
- let offset = 0; // global buffer offset in 4 byte elements
37752
-
37753
- for ( const member of this.membersLayout ) {
37754
-
37755
- const type = member.type;
37756
-
37757
- const itemSize = getMemoryLengthFromType( type );
37758
- const alignment = getAlignmentFromType( type );
37759
- maxAlignment = Math.max( maxAlignment, alignment );
37760
-
37761
- const chunkOffset = offset % maxAlignment; // offset in the current chunk of maxAlignment elements
37762
- const overhang = chunkOffset % alignment; // distance from the last aligned offset
37763
- if ( overhang !== 0 ) {
37764
-
37765
- offset += alignment - overhang; // move to next aligned offset
37766
-
37767
- }
37768
-
37769
- offset += itemSize;
37770
-
37771
- }
37772
-
37773
- return ( Math.ceil( offset / maxAlignment ) * maxAlignment ); // ensure length is a multiple of maxAlignment
37774
-
37775
- }
37776
-
37777
- getMemberType( builder, name ) {
37778
-
37779
- const member = this.membersLayout.find( m => m.name === name );
37780
-
37781
- return member ? member.type : 'void';
37782
-
37783
- }
37784
-
37785
- generateNodeType( builder ) {
37786
-
37787
- const structType = builder.getStructTypeFromNode( this, this.membersLayout, this.name );
37788
-
37789
- return structType.name;
37790
-
37791
- }
37792
-
37793
- setup( builder ) {
37794
-
37795
- builder.getStructTypeFromNode( this, this.membersLayout, this.name );
37796
- builder.addInclude( this );
37797
-
37798
- }
37799
-
37800
- generate( builder ) {
37801
-
37802
- return this.getNodeType( builder );
37803
-
37804
- }
37805
-
37806
- }
37807
-
37808
- /**
37809
- * StructNode allows to create custom structures with multiple members.
37810
- * This can also be used to define structures in attribute and uniform data.
37811
- *
37812
- * ```js
37813
- * // Define a custom struct
37814
- * const BoundingBox = struct( { min: 'vec3', max: 'vec3' } );
37815
- *
37816
- * // Create a new instance of the struct
37817
- * const bb = BoundingBox( vec3( 0 ), vec3( 1 ) ); // style 1
37818
- * const bb = BoundingBox( { min: vec3( 0 ), max: vec3( 1 ) } ); // style 2
37819
- *
37820
- * // Access the struct members
37821
- * const min = bb.get( 'min' );
37822
- *
37823
- * // Assign a new value to a member
37824
- * min.assign( vec3() );
37825
- * ```
37826
- * @augments Node
37827
- */
37828
- class StructNode extends Node {
37829
-
37830
- static get type() {
37831
-
37832
- return 'StructNode';
37833
-
37834
- }
37835
-
37836
- constructor( structTypeNode, values ) {
37837
-
37838
- super( 'vec3' );
37839
-
37840
- this.structTypeNode = structTypeNode;
37841
- this.values = values;
37842
-
37843
- this.isStructNode = true;
37844
-
37845
- }
37846
-
37847
- generateNodeType( builder ) {
37848
-
37849
- return this.structTypeNode.getNodeType( builder );
37850
-
37851
- }
37852
-
37853
- getMemberType( builder, name ) {
37854
-
37855
- return this.structTypeNode.getMemberType( builder, name );
37856
-
37857
- }
37858
-
37859
- _getChildren() {
37860
-
37861
- // Ensure struct type is the last child for correct code generation order
37862
-
37863
- const children = super._getChildren();
37864
-
37865
- const structTypeProperty = children.find( child => child.childNode === this.structTypeNode );
37866
-
37867
- children.splice( children.indexOf( structTypeProperty ), 1 );
37868
- children.push( structTypeProperty );
37869
-
37870
- return children;
37871
-
37872
- }
37873
-
37874
- generate( builder ) {
37875
-
37876
- const nodeVar = builder.getVarFromNode( this );
37877
- const structType = nodeVar.type;
37878
- const propertyName = builder.getPropertyName( nodeVar );
37879
-
37880
- builder.addLineFlowCode( `${ propertyName } = ${ builder.generateStruct( structType, this.structTypeNode.membersLayout, this.values ) }`, this );
37881
-
37882
- return nodeVar.name;
37883
-
37884
- }
37885
-
37886
- }
37887
-
37888
- /**
37889
- * TSL function for creating a struct node.
37890
- *
37891
- * @tsl
37892
- * @function
37893
- * @param {Object} membersLayout - The layout of the struct members.
37894
- * @param {?string} [name=null] - The name of the struct.
37895
- * @returns {Function} The struct function.
37896
- */
37897
- const struct = ( membersLayout, name = null ) => {
37898
-
37899
- const structType = new StructTypeNode( membersLayout, name );
37900
-
37901
- const struct = ( ...params ) => {
37902
-
37903
- let values = null;
37904
-
37905
- if ( params.length > 0 ) {
37906
-
37907
- if ( isArrayAsParameter( params ) ) {
37908
-
37909
- values = {};
37910
-
37911
- const names = Object.keys( membersLayout );
37912
-
37913
- for ( let i = 0; i < params.length; i ++ ) {
37914
-
37915
- values[ names[ i ] ] = nodeObject( params[ i ] );
37916
-
37917
- }
37918
-
37919
- } else {
37920
-
37921
- values = params[ 0 ];
37922
-
37923
- }
37924
-
37925
- }
37926
-
37927
- return new StructNode( structType, values );
37928
-
37929
- };
37930
-
37931
- return nodeProxyConstructor( struct, structType );
37932
-
37933
- };
37934
-
37935
- /**
37936
- * This node can be used to define multiple outputs in a shader programs.
37937
- *
37938
- * @augments Node
37939
- */
37940
- class OutputStructNode extends Node {
37941
-
37942
- static get type() {
37943
-
37944
- return 'OutputStructNode';
37945
-
37946
- }
37947
-
37948
- /**
37949
- * Constructs a new output struct node. The constructor can be invoked with an
37950
- * arbitrary number of nodes representing the members.
37951
- *
37952
- * @param {...Node} members - A parameter list of nodes.
37953
- */
37954
- constructor( ...members ) {
37955
-
37956
- super();
37957
-
37958
- /**
37959
- * An array of nodes which defines the output.
37960
- *
37961
- * @type {Array<Node>}
37962
- */
37963
- this.members = members;
37964
-
37965
- /**
37966
- * This flag can be used for type testing.
37967
- *
37968
- * @type {boolean}
37969
- * @readonly
37970
- * @default true
37971
- */
37972
- this.isOutputStructNode = true;
37973
-
37974
- }
37975
-
37976
- generateNodeType( /*builder*/ ) {
37977
-
37978
- return 'OutputType';
37979
-
37980
- }
37981
-
37982
- generate( builder ) {
37983
-
37984
- const nodeData = builder.getDataFromNode( this );
37985
-
37986
- if ( nodeData.membersLayout === undefined ) {
37987
-
37988
- const members = this.members;
37989
- const membersLayout = [];
37990
-
37991
- for ( let i = 0; i < members.length; i ++ ) {
37992
-
37993
- const name = 'm' + i;
37994
- const type = members[ i ].getNodeType( builder );
37995
-
37996
- membersLayout.push( { name, type, index: i } );
37997
-
37998
- }
37999
-
38000
- nodeData.membersLayout = membersLayout;
38001
- nodeData.structType = builder.getOutputStructTypeFromNode( this, nodeData.membersLayout );
38002
-
38003
- }
38004
-
38005
- //
38006
-
38007
- const propertyName = builder.getOutputStructName();
38008
- const members = this.members;
38009
-
38010
- const structPrefix = propertyName !== '' ? propertyName + '.' : '';
38011
-
38012
- for ( let i = 0; i < members.length; i ++ ) {
38013
-
38014
- const snippet = members[ i ].build( builder, nodeData.membersLayout[ i ].type );
38015
-
38016
- builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }`, this );
38017
-
38018
- }
38019
-
38020
- return propertyName;
38021
-
38022
- }
38023
-
38024
- }
38025
-
38026
- /**
38027
- * TSL function for creating an output struct node.
38028
- *
38029
- * @tsl
38030
- * @function
38031
- * @param {...Node} members - A parameter list of nodes.
38032
- * @returns {OutputStructNode}
38033
- */
38034
- const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
38035
-
38036
- /**
38037
- * Represents blending configuration.
38038
- *
38039
- * This class encapsulates all blending-related properties that control how
38040
- * a material's colors are combined with the colors already in the frame buffer.
38041
- */
38042
- class BlendMode {
38043
-
38044
- /**
38045
- * Constructs a new blending configuration.
38046
- *
38047
- * @param {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)} [blending=NormalBlending] - The blending mode.
38048
- */
38049
- constructor( blending = NormalBlending ) {
38050
-
38051
- /**
38052
- * Defines the blending type.
38053
- *
38054
- * It must be set to `CustomBlending` if custom blending properties like
38055
- * {@link BlendMode#blendSrc}, {@link BlendMode#blendDst} or {@link BlendMode#blendEquation}
38056
- * should have any effect.
38057
- *
38058
- * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)}
38059
- * @default NormalBlending
38060
- */
38061
- this.blending = blending;
38470
+ if ( node.isVarNode && parents && parents.length === 1 && parents[ 0 ] && parents[ 0 ].isStackNode ) {
38062
38471
 
38063
- /**
38064
- * Defines the blending source factor.
38065
- *
38066
- * This determines how the source (incoming) fragment color is factored before being added
38067
- * to the destination (existing) fragment color in the frame buffer.
38068
- *
38069
- * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
38070
- * @default SrcAlphaFactor
38071
- */
38072
- this.blendSrc = SrcAlphaFactor;
38472
+ continue; // skip var nodes that are only used in .toVarying()
38073
38473
 
38074
- /**
38075
- * Defines the blending destination factor.
38076
- *
38077
- * This determines how the destination (existing) fragment color in the frame buffer
38078
- * is factored before being combined with the source (incoming) fragment color.
38079
- *
38080
- * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
38081
- * @default OneMinusSrcAlphaFactor
38082
- */
38083
- this.blendDst = OneMinusSrcAlphaFactor;
38474
+ }
38084
38475
 
38085
- /**
38086
- * Defines the blending equation.
38087
- *
38088
- * This determines how the source and destination colors are combined.
38089
- *
38090
- * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
38091
- * @default AddEquation
38092
- */
38093
- this.blendEquation = AddEquation;
38476
+ node.build( builder, 'void' );
38094
38477
 
38095
- /**
38096
- * Defines the blending source alpha factor.
38097
- *
38098
- * When set, this allows separate control of the alpha channel's source blending factor.
38099
- * If `null`, {@link BlendMode#blendSrc} is used for the alpha channel as well.
38100
- *
38101
- * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
38102
- * @default null
38103
- */
38104
- this.blendSrcAlpha = null;
38478
+ }
38105
38479
 
38106
- /**
38107
- * Defines the blending destination alpha factor.
38108
- *
38109
- * When set, this allows separate control of the alpha channel's destination blending factor.
38110
- * If `null`, {@link BlendMode#blendDst} is used for the alpha channel as well.
38111
- *
38112
- * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
38113
- * @default null
38114
- */
38115
- this.blendDstAlpha = null;
38480
+ this._currentNode = previousNode;
38116
38481
 
38117
- /**
38118
- * Defines the blending equation of the alpha channel.
38119
- *
38120
- * When set, this allows separate control of the alpha channel's blending equation.
38121
- * If `null`, {@link BlendMode#blendEquation} is used for the alpha channel as well.
38122
- *
38123
- * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
38124
- * @default null
38125
- */
38126
- this.blendEquationAlpha = null;
38482
+ }
38127
38483
 
38128
- /**
38129
- * Defines whether to premultiply the alpha (transparency) value.
38130
- *
38131
- * If `true`, the RGB color of the texture or material is multiplied by its alpha value.
38132
- * This is useful for transparent textures/materials where the color data
38133
- * should already include the transparency information.
38134
- *
38135
- * @type {boolean}
38136
- * @default false
38137
- */
38138
- this.premultiplyAlpha = false;
38484
+ //
38139
38485
 
38140
- }
38486
+ let result;
38141
38487
 
38142
- /**
38143
- * Copies the blending properties from the given source to this instance.
38144
- *
38145
- * @param {BlendMode} source - The blending configuration to copy from.
38146
- * @return {BlendMode} A reference to this instance.
38147
- */
38148
- copy( source ) {
38488
+ if ( this.outputNode ) {
38149
38489
 
38150
- this.blending = source.blending;
38151
- this.blendSrc = source.blendSrc;
38152
- this.blendDst = source.blendDst;
38153
- this.blendEquation = source.blendEquation;
38154
- this.blendSrcAlpha = source.blendSrcAlpha;
38155
- this.blendDstAlpha = source.blendDstAlpha;
38156
- this.blendEquationAlpha = source.blendEquationAlpha;
38157
- this.premultiplyAlpha = source.premultiplyAlpha;
38490
+ const buildResult = this.outputNode.build( builder, ...params );
38158
38491
 
38159
- return this;
38492
+ if ( builder.buildStage !== 'generate' || this.outputNode.getNodeType( builder ) !== 'void' ) {
38160
38493
 
38161
- }
38494
+ result = buildResult;
38162
38495
 
38163
- /**
38164
- * Returns a clone of this blending configuration.
38165
- *
38166
- * @return {BlendMode} A new Blending instance with the same properties.
38167
- */
38168
- clone() {
38496
+ }
38169
38497
 
38170
- return new this.constructor().copy( this );
38498
+ } else {
38499
+
38500
+ result = super.build( builder, ...params );
38501
+
38502
+ }
38503
+
38504
+ setCurrentStack( previousStack );
38505
+
38506
+ builder.removeActiveStack( this );
38507
+
38508
+ return result;
38171
38509
 
38172
38510
  }
38173
38511
 
38174
38512
  }
38175
38513
 
38176
- // Predefined blend modes for MRT nodes.
38177
- const _noBlending = /**@__PURE__*/ new BlendMode( NoBlending );
38178
- const _materialBlending = /**@__PURE__*/ new BlendMode( MaterialBlending );
38514
+ /**
38515
+ * TSL function for creating a stack node.
38516
+ *
38517
+ * @tsl
38518
+ * @function
38519
+ * @param {?StackNode} [parent=null] - The parent stack node.
38520
+ * @returns {StackNode}
38521
+ */
38522
+ const stack = /*@__PURE__*/ nodeProxy( StackNode ).setParameterLength( 0, 1 );
38179
38523
 
38180
38524
  /**
38181
- * Returns the MRT texture index for the given name.
38525
+ * Generates a layout for struct members.
38526
+ * This function takes an object representing struct members and returns an array of member layouts.
38527
+ * Each member layout includes the member's name, type, and whether it is atomic.
38182
38528
  *
38183
- * @param {Array<Texture>} textures - The textures of a MRT-configured render target.
38184
- * @param {string} name - The name of the MRT texture which index is requested.
38185
- * @return {number} The texture index.
38529
+ * @param {Object.<string, string|Object>} members - An object where keys are member names and values are either types (as strings) or objects with type and atomic properties.
38530
+ * @returns {Array.<{name: string, type: string, atomic: boolean}>} An array of member layouts.
38186
38531
  */
38187
- function getTextureIndex( textures, name ) {
38532
+ function getMembersLayout( members ) {
38188
38533
 
38189
- for ( let i = 0; i < textures.length; i ++ ) {
38534
+ return Object.entries( members ).map( ( [ name, value ] ) => {
38190
38535
 
38191
- if ( textures[ i ].name === name ) {
38536
+ if ( typeof value === 'string' ) {
38192
38537
 
38193
- return i;
38538
+ return { name, type: value, atomic: false };
38194
38539
 
38195
38540
  }
38196
38541
 
38197
- }
38542
+ return { name, type: value.type, atomic: value.atomic || false };
38198
38543
 
38199
- return -1;
38544
+ } );
38200
38545
 
38201
38546
  }
38202
38547
 
38203
38548
  /**
38204
- * This node can be used setup a MRT context for rendering. A typical MRT setup for
38205
- * post-processing is shown below:
38206
- * ```js
38207
- * const mrtNode = mrt( {
38208
- * output: output,
38209
- * normal: normalView
38210
- * } ) ;
38211
- * ```
38212
- * The MRT output is defined as a dictionary.
38549
+ * Represents a struct type node in the node-based system.
38550
+ * This class is used to define and manage the layout and types of struct members.
38551
+ * It extends the base Node class and provides methods to get the length of the struct,
38552
+ * retrieve member types, and generate the struct type for a builder.
38213
38553
  *
38214
- * @augments OutputStructNode
38554
+ * @augments Node
38215
38555
  */
38216
- class MRTNode extends OutputStructNode {
38556
+ class StructTypeNode extends Node {
38217
38557
 
38218
38558
  static get type() {
38219
38559
 
38220
- return 'MRTNode';
38560
+ return 'StructTypeNode';
38221
38561
 
38222
38562
  }
38223
38563
 
38224
38564
  /**
38225
- * Constructs a new output struct node.
38565
+ * Creates an instance of StructTypeNode.
38226
38566
  *
38227
- * @param {Object<string, Node>} outputNodes - The MRT outputs.
38567
+ * @param {Object} membersLayout - The layout of the members for the struct.
38568
+ * @param {?string} [name=null] - The optional name of the struct.
38228
38569
  */
38229
- constructor( outputNodes ) {
38230
-
38231
- super();
38570
+ constructor( membersLayout, name = null ) {
38232
38571
 
38233
- /**
38234
- * A dictionary representing the MRT outputs. The key
38235
- * is the name of the output, the value the node which produces
38236
- * the output result.
38237
- *
38238
- * @type {Object<string, Node>}
38239
- */
38240
- this.outputNodes = outputNodes;
38572
+ super( 'struct' );
38241
38573
 
38242
38574
  /**
38243
- * A dictionary storing the blend modes for each output.
38575
+ * The layout of the members for the struct
38244
38576
  *
38245
- * @type {Object<string, BlendMode>}
38577
+ * @type {Array.<{name: string, type: string, atomic: boolean}>}
38246
38578
  */
38247
- this.blendModes = {
38248
- output: _materialBlending
38249
- };
38579
+ this.membersLayout = getMembersLayout( membersLayout );
38250
38580
 
38251
38581
  /**
38252
- * A dictionary storing the clear colors for each output.
38582
+ * The name of the struct.
38253
38583
  *
38254
- * @type {Object<string, Color4>}
38584
+ * @type {?string}
38585
+ * @default null
38255
38586
  */
38256
- this.clearColors = {};
38587
+ this.name = name;
38257
38588
 
38258
38589
  /**
38259
38590
  * This flag can be used for type testing.
@@ -38262,152 +38593,203 @@ class MRTNode extends OutputStructNode {
38262
38593
  * @readonly
38263
38594
  * @default true
38264
38595
  */
38265
- this.isMRTNode = true;
38596
+ this.isStructTypeNode = true;
38266
38597
 
38267
38598
  }
38268
38599
 
38269
38600
  /**
38270
- * Sets the blend mode for the given output name.
38601
+ * Returns the length of the struct in 4-byte elements (e.g. float or int components).
38602
+ * The length is calculated by summing the lengths of the struct's members, accounting for memory alignment.
38603
+ * To get the size in bytes, multiply the returned value by 4.
38271
38604
  *
38272
- * @param {string} name - The name of the output.
38273
- * @param {BlendMode} blend - The blending mode.
38274
- * @return {MRTNode} The current MRT node.
38605
+ * @returns {number} The length of the struct in 4-byte elements.
38275
38606
  */
38276
- setBlendMode( name, blend ) {
38607
+ getLength() {
38277
38608
 
38278
- this.blendModes[ name ] = blend;
38609
+ let maxAlignment = 1; // maximum alignment value in this struct
38610
+ let offset = 0; // global buffer offset in 4 byte elements
38279
38611
 
38280
- return this;
38612
+ for ( const member of this.membersLayout ) {
38281
38613
 
38282
- }
38614
+ const type = member.type;
38283
38615
 
38284
- /**
38285
- * Returns the blend mode for the given output name.
38286
- *
38287
- * @param {string} name - The name of the output.
38288
- * @return {BlendMode} The blend mode.
38289
- */
38290
- getBlendMode( name ) {
38616
+ const itemSize = getMemoryLengthFromType( type );
38617
+ const alignment = getAlignmentFromType( type );
38618
+ maxAlignment = Math.max( maxAlignment, alignment );
38291
38619
 
38292
- return this.blendModes[ name ] || _noBlending;
38620
+ const chunkOffset = offset % maxAlignment; // offset in the current chunk of maxAlignment elements
38621
+ const overhang = chunkOffset % alignment; // distance from the last aligned offset
38622
+ if ( overhang !== 0 ) {
38623
+
38624
+ offset += alignment - overhang; // move to next aligned offset
38625
+
38626
+ }
38627
+
38628
+ offset += itemSize;
38629
+
38630
+ }
38631
+
38632
+ return ( Math.ceil( offset / maxAlignment ) * maxAlignment ); // ensure length is a multiple of maxAlignment
38293
38633
 
38294
38634
  }
38295
38635
 
38296
- /**
38297
- * Sets the clear color for the given output name.
38298
- *
38299
- * @param {string} name - The name of the output.
38300
- * @param {number|string|Color} color - The clear color.
38301
- * @param {number} [alpha=1] - The clear alpha.
38302
- * @return {MRTNode} The current MRT node.
38303
- */
38304
- setClearColor( name, color, alpha = 1 ) {
38636
+ getMemberType( builder, name ) {
38305
38637
 
38306
- const clearColor = this.clearColors[ name ] || ( this.clearColors[ name ] = new Color4() );
38638
+ const member = this.membersLayout.find( m => m.name === name );
38307
38639
 
38308
- clearColor.set( color );
38309
- clearColor.a = alpha;
38640
+ return member ? member.type : 'void';
38310
38641
 
38311
- return this;
38642
+ }
38643
+
38644
+ generateNodeType( builder ) {
38645
+
38646
+ const structType = builder.getStructTypeFromNode( this, this.membersLayout, this.name );
38647
+
38648
+ return structType.name;
38312
38649
 
38313
38650
  }
38314
38651
 
38315
- /**
38316
- * Returns the clear color for the given output name.
38317
- *
38318
- * @param {string} name - The name of the output.
38319
- * @return {?Color4} The clear color. Returns `null` if no clear color is defined
38320
- * which means the renderer's default clear policy is applied.
38321
- */
38322
- getClearColor( name ) {
38652
+ setup( builder ) {
38323
38653
 
38324
- return this.clearColors[ name ] || null;
38654
+ builder.getStructTypeFromNode( this, this.membersLayout, this.name );
38655
+ builder.addInclude( this );
38325
38656
 
38326
38657
  }
38327
38658
 
38328
- /**
38329
- * Returns `true` if the MRT node has an output with the given name.
38330
- *
38331
- * @param {string} name - The name of the output.
38332
- * @return {NodeBuilder} Whether the MRT node has an output for the given name or not.
38333
- */
38334
- has( name ) {
38659
+ generate( builder ) {
38335
38660
 
38336
- return this.outputNodes[ name ] !== undefined;
38661
+ return this.getNodeType( builder );
38337
38662
 
38338
38663
  }
38339
38664
 
38340
- /**
38341
- * Returns the output node for the given name.
38342
- *
38343
- * @param {string} name - The name of the output.
38344
- * @return {Node} The output node.
38345
- */
38346
- get( name ) {
38665
+ }
38347
38666
 
38348
- return this.outputNodes[ name ];
38667
+ /**
38668
+ * StructNode allows to create custom structures with multiple members.
38669
+ * This can also be used to define structures in attribute and uniform data.
38670
+ *
38671
+ * ```js
38672
+ * // Define a custom struct
38673
+ * const BoundingBox = struct( { min: 'vec3', max: 'vec3' } );
38674
+ *
38675
+ * // Create a new instance of the struct
38676
+ * const bb = BoundingBox( vec3( 0 ), vec3( 1 ) ); // style 1
38677
+ * const bb = BoundingBox( { min: vec3( 0 ), max: vec3( 1 ) } ); // style 2
38678
+ *
38679
+ * // Access the struct members
38680
+ * const min = bb.get( 'min' );
38681
+ *
38682
+ * // Assign a new value to a member
38683
+ * min.assign( vec3() );
38684
+ * ```
38685
+ * @augments Node
38686
+ */
38687
+ class StructNode extends Node {
38688
+
38689
+ static get type() {
38690
+
38691
+ return 'StructNode';
38349
38692
 
38350
38693
  }
38351
38694
 
38352
- /**
38353
- * Merges the outputs of the given MRT node with the outputs of this node.
38354
- *
38355
- * @param {MRTNode} mrtNode - The MRT to merge.
38356
- * @return {MRTNode} A new MRT node with merged outputs..
38357
- */
38358
- merge( mrtNode ) {
38695
+ constructor( structTypeNode, values ) {
38359
38696
 
38360
- const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
38361
- const blendModes = { ...this.blendModes, ...mrtNode.blendModes };
38362
- const clearColors = { ...this.clearColors, ...mrtNode.clearColors };
38697
+ super( 'vec3' );
38363
38698
 
38364
- const mrtTarget = mrt( outputs );
38365
- mrtTarget.blendModes = blendModes;
38366
- mrtTarget.clearColors = clearColors;
38699
+ this.structTypeNode = structTypeNode;
38700
+ this.values = values;
38367
38701
 
38368
- return mrtTarget;
38702
+ this.isStructNode = true;
38369
38703
 
38370
38704
  }
38371
38705
 
38372
- setup( builder ) {
38706
+ generateNodeType( builder ) {
38373
38707
 
38374
- const outputNodes = this.outputNodes;
38375
- const mrt = builder.renderer.getRenderTarget();
38708
+ return this.structTypeNode.getNodeType( builder );
38376
38709
 
38377
- const members = [];
38710
+ }
38378
38711
 
38379
- const textures = mrt.textures;
38712
+ getMemberType( builder, name ) {
38380
38713
 
38381
- for ( const name in outputNodes ) {
38714
+ return this.structTypeNode.getMemberType( builder, name );
38382
38715
 
38383
- const index = getTextureIndex( textures, name );
38716
+ }
38384
38717
 
38385
- // Ignore if the output exists in the MRT but has never been used.
38386
- if ( index === -1 ) continue;
38718
+ _getChildren() {
38387
38719
 
38388
- const type = builder.getOutputType( index );
38720
+ // Ensure struct type is the last child for correct code generation order
38389
38721
 
38390
- members[ index ] = outputNodes[ name ].convert( type );
38722
+ const children = super._getChildren();
38391
38723
 
38392
- }
38724
+ const structTypeProperty = children.find( child => child.childNode === this.structTypeNode );
38393
38725
 
38394
- this.members = members;
38726
+ children.splice( children.indexOf( structTypeProperty ), 1 );
38727
+ children.push( structTypeProperty );
38395
38728
 
38396
- return super.setup( builder );
38729
+ return children;
38730
+
38731
+ }
38732
+
38733
+ generate( builder ) {
38734
+
38735
+ const nodeVar = builder.getVarFromNode( this );
38736
+ const structType = nodeVar.type;
38737
+ const propertyName = builder.getPropertyName( nodeVar );
38738
+
38739
+ builder.addLineFlowCode( `${ propertyName } = ${ builder.generateStruct( structType, this.structTypeNode.membersLayout, this.values ) }`, this );
38740
+
38741
+ return nodeVar.name;
38397
38742
 
38398
38743
  }
38399
38744
 
38400
38745
  }
38401
38746
 
38402
38747
  /**
38403
- * TSL function for creating a MRT node.
38748
+ * TSL function for creating a struct node.
38404
38749
  *
38405
38750
  * @tsl
38406
38751
  * @function
38407
- * @param {Object<string, Node>} outputNodes - The MRT outputs.
38408
- * @returns {MRTNode}
38752
+ * @param {Object} membersLayout - The layout of the struct members.
38753
+ * @param {?string} [name=null] - The name of the struct.
38754
+ * @returns {Function} The struct function.
38409
38755
  */
38410
- const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
38756
+ const struct = ( membersLayout, name = null ) => {
38757
+
38758
+ const structType = new StructTypeNode( membersLayout, name );
38759
+
38760
+ const struct = ( ...params ) => {
38761
+
38762
+ let values = null;
38763
+
38764
+ if ( params.length > 0 ) {
38765
+
38766
+ if ( isArrayAsParameter( params ) ) {
38767
+
38768
+ values = {};
38769
+
38770
+ const names = Object.keys( membersLayout );
38771
+
38772
+ for ( let i = 0; i < params.length; i ++ ) {
38773
+
38774
+ values[ names[ i ] ] = nodeObject( params[ i ] );
38775
+
38776
+ }
38777
+
38778
+ } else {
38779
+
38780
+ values = params[ 0 ];
38781
+
38782
+ }
38783
+
38784
+ }
38785
+
38786
+ return new StructNode( structType, values );
38787
+
38788
+ };
38789
+
38790
+ return nodeProxyConstructor( struct, structType );
38791
+
38792
+ };
38411
38793
 
38412
38794
  /**
38413
38795
  * This node represents an operation that reinterprets the bit representation of a value
@@ -53138,9 +53520,11 @@ class Background extends DataMap {
53138
53520
  //
53139
53521
 
53140
53522
  // WITH_GENESYS
53523
+ // Accumulating views start from zero cost. Alpha keeps the shaded pass coverage, so an
53524
+ // overlay pass such as a HUD stays transparent where it draws nothing when composited.
53141
53525
  if ( debugViewAccumulates( renderer.debug.view ) ) {
53142
53526
 
53143
- _clearColor.set( 0, 0, 0, 1 );
53527
+ _clearColor.set( 0, 0, 0, background !== null ? 1 : _clearColor.a );
53144
53528
 
53145
53529
  }
53146
53530
  // !WITH_GENESYS
@@ -60428,9 +60812,9 @@ class NodeManager extends DataMap {
60428
60812
  }
60429
60813
 
60430
60814
  // WITH_GENESYS
60431
- if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY || renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS ) {
60815
+ if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY || renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_OVERDRAW ) {
60432
60816
 
60433
- const complexity = renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS
60817
+ const complexity = renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_OVERDRAW
60434
60818
  ? sampled.r.mul( sampled.g ).mul( SHADER_COMPLEXITY_QUAD_COUNT_SCALE )
60435
60819
  : sampled.r;
60436
60820
 
@@ -60438,7 +60822,7 @@ class NodeManager extends DataMap {
60438
60822
 
60439
60823
  }
60440
60824
 
60441
- if ( renderer.debug.view === DEBUG_VIEW_QUAD_OVERDRAW ) {
60825
+ if ( renderer.debug.view === DEBUG_VIEW_OVERDRAW ) {
60442
60826
 
60443
60827
  return vec4( colorizeQuadOverdraw( sampled.r ), 1 ).renderOutput( NoToneMapping, renderer.currentColorSpace );
60444
60828
 
@@ -64403,7 +64787,7 @@ class Renderer {
64403
64787
  * @property {?Function} onNodeBuilderCreated - A callback function that is executed after a node builder has been created and before it is built.
64404
64788
  * @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
64405
64789
  * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
64406
- * @property {string} view - Debug view. `shaderComplexity`, `lightingComplexity`, `quadOverdraw`, and `shaderComplexityAndQuads` replace the shaded color with a heatmap. `shaderComplexityAndQuads` multiplies the shader cost by the overdraw count. `bufferVisualization` shows one material channel. `lightingOnly` and `detailLighting` light a flat gray surface. `drawCall` lights each submitted draw with its own diffuse color.
64790
+ * @property {string} view - Debug view. `shaderComplexity`, `lightingComplexity`, `overdraw`, and `shaderComplexityAndOverdraw` replace the shaded color with a heatmap. `shaderComplexityAndOverdraw` multiplies the shader cost by the overdraw count. `bufferVisualization` shows one material channel. `lightingOnly` and `detailLighting` light a flat gray surface. `drawCall` lights each submitted draw with its own diffuse color. `frontBackFace` draws both windings and tints the side facing the camera. `shadowCaster` lights a mesh green when it casts shadows and gray when it does not. `doubleSide` lights a single-sided surface gray, a visible double-sided back face blue, and a hidden double-sided back face red.
64407
64791
  * @property {string} buffer - Channel drawn by `bufferVisualization`: `baseColor`, `worldNormal`, `roughness`, `metallic`, `ambientOcclusion`, or `emissive`.
64408
64792
  * @property {number} shaderComplexityBudget - Proxy budget that fills the shader-complexity ramp.
64409
64793
  * @property {number} quadOverdrawBudget - Overlapping fragments that fill the quad-overdraw ramp.
@@ -64426,6 +64810,8 @@ class Renderer {
64426
64810
  buffer: DEFAULT_BUFFER,
64427
64811
  shaderComplexityBudget: DEFAULT_SHADER_COMPLEXITY_BUDGET,
64428
64812
  quadOverdrawBudget: DEFAULT_QUAD_OVERDRAW_BUDGET,
64813
+ doubleSideHidden: false,
64814
+ doubleSideBack: false,
64429
64815
  // !WITH_GENESYS
64430
64816
  getShaderAsync: async ( scene, camera, object ) => {
64431
64817
 
@@ -65646,6 +66032,10 @@ class Renderer {
65646
66032
  if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
65647
66033
  if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
65648
66034
 
66035
+ // WITH_GENESYS
66036
+ this._renderDoubleSideHidden( opaqueObjects, transparentObjects, camera, sceneRef, lightsNode );
66037
+ // !WITH_GENESYS
66038
+
65649
66039
  // finish render pass
65650
66040
 
65651
66041
  this.backend.finishRender( renderContext );
@@ -66363,7 +66753,8 @@ class Renderer {
66363
66753
 
66364
66754
  // WITH_GENESYS
66365
66755
  // Accumulating views write a scalar into an intermediate target, then the output pass colorizes it.
66366
- return useToneMapping || useColorSpace || debugViewAccumulates( this.debug.view );
66756
+ // Only screen output needs one. An off-screen target, such as a scene pass, already is the target.
66757
+ return useToneMapping || useColorSpace || ( debugViewAccumulates( this.debug.view ) && this.isOutputTarget );
66367
66758
  // !WITH_GENESYS
66368
66759
  // return useToneMapping || useColorSpace;
66369
66760
 
@@ -66417,9 +66808,7 @@ class Renderer {
66417
66808
  get currentToneMapping() {
66418
66809
 
66419
66810
  // WITH_GENESYS
66420
- const view = this.debug.view;
66421
-
66422
- if ( view === DEBUG_VIEW_SHADER_COMPLEXITY || view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS || view === DEBUG_VIEW_LIGHTING_COMPLEXITY || view === DEBUG_VIEW_QUAD_OVERDRAW || view === DEBUG_VIEW_BUFFER ) {
66811
+ if ( debugViewSkipsToneMapping( this.debug.view ) ) {
66423
66812
 
66424
66813
  return NoToneMapping;
66425
66814
 
@@ -67217,6 +67606,82 @@ class Renderer {
67217
67606
 
67218
67607
  }
67219
67608
 
67609
+ // WITH_GENESYS
67610
+ /**
67611
+ * Paints a double-sided mesh red where its own front face is the nearest surface and the
67612
+ * mesh has faces pointing the other way. A different mesh in front keeps its own color.
67613
+ * A flat card has no opposing faces, so it stays gray or blue. A shadow pass is left alone.
67614
+ *
67615
+ * @private
67616
+ * @param {Array<Object>} opaqueObjects - The opaque render list.
67617
+ * @param {Array<Object>} transparentObjects - The transparent render list.
67618
+ * @param {Camera} camera - The camera.
67619
+ * @param {Scene} scene - The scene.
67620
+ * @param {LightsNode} lightsNode - The current lights node.
67621
+ */
67622
+ _renderDoubleSideHidden( opaqueObjects, transparentObjects, camera, scene, lightsNode ) {
67623
+
67624
+ if ( this.debug.view !== DEBUG_VIEW_DOUBLE_SIDE ) return;
67625
+
67626
+ if ( scene.overrideMaterial !== null && scene.overrideMaterial.isShadowPassMaterial === true ) return;
67627
+
67628
+ const list = [];
67629
+ const saved = new Map();
67630
+
67631
+ const collect = ( objects ) => {
67632
+
67633
+ for ( let i = 0, l = objects.length; i < l; i ++ ) {
67634
+
67635
+ const entry = objects[ i ];
67636
+ const material = entry.material;
67637
+ const geometry = entry.object.geometry;
67638
+
67639
+ if ( entry.object.isMesh !== true || material.side !== DoubleSide || material.isShadowPassMaterial === true ) continue;
67640
+
67641
+ if ( geometry === undefined || meshCanHideOwnBack( geometry ) !== true ) continue;
67642
+
67643
+ list.push( entry );
67644
+
67645
+ if ( saved.has( material ) ) continue;
67646
+
67647
+ saved.set( material, {
67648
+ side: material.side,
67649
+ depthFunc: material.depthFunc,
67650
+ depthWrite: material.depthWrite
67651
+ } );
67652
+
67653
+ }
67654
+
67655
+ };
67656
+
67657
+ collect( opaqueObjects );
67658
+ collect( transparentObjects );
67659
+
67660
+ if ( list.length === 0 ) return;
67661
+
67662
+ for ( const material of saved.keys() ) {
67663
+
67664
+ material.side = FrontSide;
67665
+ material.depthFunc = EqualDepth;
67666
+ material.depthWrite = false;
67667
+
67668
+ }
67669
+
67670
+ this.debug.doubleSideHidden = true;
67671
+ this._renderObjects( list, camera, scene, lightsNode, 'doubleSideHidden' );
67672
+ this.debug.doubleSideHidden = false;
67673
+
67674
+ for ( const [ material, state ] of saved ) {
67675
+
67676
+ material.side = state.side;
67677
+ material.depthFunc = state.depthFunc;
67678
+ material.depthWrite = state.depthWrite;
67679
+
67680
+ }
67681
+
67682
+ }
67683
+ // !WITH_GENESYS
67684
+
67220
67685
  /**
67221
67686
  * Renders the transparent objects from the given render lists.
67222
67687
  *
@@ -72498,7 +72963,7 @@ class WebGLState {
72498
72963
 
72499
72964
  }
72500
72965
 
72501
- setMRTBlending( textures, mrt, material ) {
72966
+ setMRTBlending( textures, mrt, material, object = null ) {
72502
72967
 
72503
72968
  const gl = this.gl;
72504
72969
  const drawBuffersIndexedExt = this.backend.drawBuffersIndexedExt;
@@ -72511,6 +72976,24 @@ class WebGLState {
72511
72976
 
72512
72977
  }
72513
72978
 
72979
+ // WITH_GENESYS
72980
+ // Every attachment matches the single-target path. Opaque material blending would replace a sum that should add.
72981
+ if ( debugDrawAccumulates( this.backend.renderer, material, object ) ) {
72982
+
72983
+ const dst = debugDrawReplacesCost( this.backend.renderer.debug.view, material ) ? gl.ZERO : gl.ONE;
72984
+
72985
+ for ( let i = 0; i < textures.length; i ++ ) {
72986
+
72987
+ drawBuffersIndexedExt.blendEquationSeparateiOES( i, gl.FUNC_ADD, gl.FUNC_ADD );
72988
+ drawBuffersIndexedExt.blendFuncSeparateiOES( i, gl.ONE, dst, gl.ONE, gl.ZERO );
72989
+
72990
+ }
72991
+
72992
+ return;
72993
+
72994
+ }
72995
+ // !WITH_GENESYS
72996
+
72514
72997
  for ( let i = 0; i < textures.length; i ++ ) {
72515
72998
 
72516
72999
  const texture = textures[ i ];
@@ -73133,14 +73616,22 @@ class WebGLState {
73133
73616
  * @param {Material} material - The material to configure the state for.
73134
73617
  * @param {number} frontFaceCW - Whether the front faces are counter-clockwise or not.
73135
73618
  * @param {number} hardwareClippingPlanes - The number of hardware clipping planes.
73619
+ * @param {?Object3D} [object=null] - The object being drawn. Used by the accumulating debug views.
73136
73620
  */
73137
- setMaterial( material, frontFaceCW, hardwareClippingPlanes ) {
73621
+ setMaterial( material, frontFaceCW, hardwareClippingPlanes, object = null ) {
73138
73622
 
73139
73623
  const { gl } = this;
73140
73624
 
73141
- material.side === DoubleSide
73625
+ // WITH_GENESYS
73626
+ const drawBothSides = material.side === DoubleSide || ( this.backend.renderer.debug.view === DEBUG_VIEW_FRONT_BACK_FACE && material.isShadowPassMaterial !== true );
73627
+
73628
+ drawBothSides
73142
73629
  ? this.disable( gl.CULL_FACE )
73143
73630
  : this.enable( gl.CULL_FACE );
73631
+ // !WITH_GENESYS
73632
+ // material.side === DoubleSide
73633
+ // ? this.disable( gl.CULL_FACE )
73634
+ // : this.enable( gl.CULL_FACE );
73144
73635
 
73145
73636
  let flipSided = ( material.side === BackSide );
73146
73637
  if ( frontFaceCW ) flipSided = ! flipSided;
@@ -73148,10 +73639,13 @@ class WebGLState {
73148
73639
  this.setFlipSided( flipSided );
73149
73640
 
73150
73641
  // WITH_GENESYS
73151
- // WebGL has no cached render pipeline. One+One is applied on each draw instead.
73152
- if ( debugViewAccumulates( this.backend.renderer.debug.view ) && material.isShadowPassMaterial !== true && this.backend.renderer.isOutputTarget !== true ) {
73642
+ // WebGL has no cached render pipeline. The accumulate blend is applied on each draw instead.
73643
+ // Alpha is replaced so it stays coverage, as in a shaded pass, for later compositing.
73644
+ if ( debugDrawAccumulates( this.backend.renderer, material, object ) ) {
73645
+
73646
+ const dstFactor = debugDrawReplacesCost( this.backend.renderer.debug.view, material ) ? ZeroFactor : OneFactor;
73153
73647
 
73154
- this.setBlending( AdditiveBlending, AddEquation, OneFactor, OneFactor, AddEquation, OneFactor, OneFactor, material.blendColor, material.blendAlpha, true );
73648
+ this.setBlending( CustomBlending, AddEquation, OneFactor, dstFactor, AddEquation, OneFactor, ZeroFactor, material.blendColor, material.blendAlpha, true );
73155
73649
 
73156
73650
  } else if ( material.blending === NormalBlending && material.transparent === false ) {
73157
73651
 
@@ -77399,11 +77893,17 @@ class WebGLBackend extends Backend {
77399
77893
 
77400
77894
  const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 );
77401
77895
 
77402
- state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
77896
+ // WITH_GENESYS
77897
+ state.setMaterial( material, frontFaceCW, hardwareClippingPlanes, object );
77898
+ // !WITH_GENESYS
77899
+ // state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
77403
77900
 
77404
77901
  if ( context.mrt !== null && context.textures !== null ) {
77405
77902
 
77406
- state.setMRTBlending( context.textures, context.mrt, material );
77903
+ // WITH_GENESYS
77904
+ state.setMRTBlending( context.textures, context.mrt, material, object );
77905
+ // !WITH_GENESYS
77906
+ // state.setMRTBlending( context.textures, context.mrt, material );
77407
77907
 
77408
77908
  }
77409
77909
 
@@ -87853,18 +88353,22 @@ class WebGPUPipelineUtils {
87853
88353
  }
87854
88354
 
87855
88355
  // WITH_GENESYS
87856
- // Accumulate shader cost with One+One. Opaque materials normally disable blending.
87857
- if ( debugViewAccumulates( backend.renderer.debug.view ) && material.isShadowPassMaterial !== true && backend.renderer.isOutputTarget !== true ) {
88356
+ // Quad overdraw and translucent shader complexity add. Opaque shader complexity replaces
88357
+ // the stored cost, so the nearest surface wins without a depth pre-pass.
88358
+ // Alpha is replaced so it stays coverage, as in a shaded pass, for later compositing.
88359
+ if ( debugDrawAccumulates( backend.renderer, material, object ) ) {
88360
+
88361
+ const replaceCost = debugDrawReplacesCost( backend.renderer.debug.view, material );
87858
88362
 
87859
88363
  materialBlending = {
87860
88364
  color: {
87861
88365
  srcFactor: GPUBlendFactor.One,
87862
- dstFactor: GPUBlendFactor.One,
88366
+ dstFactor: replaceCost ? GPUBlendFactor.Zero : GPUBlendFactor.One,
87863
88367
  operation: GPUBlendOperation.Add
87864
88368
  },
87865
88369
  alpha: {
87866
88370
  srcFactor: GPUBlendFactor.One,
87867
- dstFactor: GPUBlendFactor.One,
88371
+ dstFactor: GPUBlendFactor.Zero,
87868
88372
  operation: GPUBlendOperation.Add
87869
88373
  }
87870
88374
  };
@@ -88685,7 +89189,12 @@ class WebGPUPipelineUtils {
88685
89189
 
88686
89190
  //
88687
89191
 
88688
- descriptor.cullMode = ( material.side === DoubleSide ) ? GPUCullMode.None : GPUCullMode.Back;
89192
+ // WITH_GENESYS
89193
+ // Front/back face draws both windings. Depth still hides a face behind the shell.
89194
+ const drawBothSides = material.side === DoubleSide || ( this.backend.renderer.debug.view === DEBUG_VIEW_FRONT_BACK_FACE && material.isShadowPassMaterial !== true );
89195
+ descriptor.cullMode = drawBothSides ? GPUCullMode.None : GPUCullMode.Back;
89196
+ // !WITH_GENESYS
89197
+ // descriptor.cullMode = ( material.side === DoubleSide ) ? GPUCullMode.None : GPUCullMode.Back;
88689
89198
 
88690
89199
  return descriptor;
88691
89200
 
@@ -92932,6 +93441,8 @@ class BundleGroup extends Group {
92932
93441
 
92933
93442
  }
92934
93443
 
93444
+ // !WITH_GENESYS
93445
+
92935
93446
  /**
92936
93447
  * This module is responsible to manage the rendering pipeline setups in apps.
92937
93448
  * You usually create a single instance of this class and use it to define
@@ -93066,7 +93577,12 @@ class RenderPipeline {
93066
93577
  const outputColorSpace = renderer.outputColorSpace;
93067
93578
 
93068
93579
  renderer.toneMapping = NoToneMapping;
93069
- renderer.outputColorSpace = ColorManagement.workingColorSpace;
93580
+
93581
+ // WITH_GENESYS
93582
+ // Accumulating views colorize in the renderer's output pass, which must still encode the color space.
93583
+ if ( debugViewAccumulates( renderer.debug.view ) !== true ) renderer.outputColorSpace = ColorManagement.workingColorSpace;
93584
+ // !WITH_GENESYS
93585
+ // renderer.outputColorSpace = ColorManagement.workingColorSpace;
93070
93586
 
93071
93587
  //
93072
93588
 
@@ -93142,19 +93658,40 @@ class RenderPipeline {
93142
93658
  */
93143
93659
  _update() {
93144
93660
 
93145
- if ( this._toneMapping !== this.renderer.toneMapping ) {
93661
+ // WITH_GENESYS
93662
+ // Debug views drawn without tone mapping must match the direct path. An accumulating
93663
+ // view copies the raw ratio here, and the renderer's output pass colorizes it.
93664
+ const view = this.renderer.debug.view;
93665
+ const toneMapping = debugViewSkipsToneMapping( view ) ? NoToneMapping : this.renderer.toneMapping;
93666
+ const outputColorSpace = debugViewAccumulates( view ) ? ColorManagement.workingColorSpace : this.renderer.outputColorSpace;
93667
+
93668
+ if ( this._toneMapping !== toneMapping ) {
93146
93669
 
93147
- this._toneMapping = this.renderer.toneMapping;
93670
+ this._toneMapping = toneMapping;
93148
93671
  this.needsUpdate = true;
93149
93672
 
93150
93673
  }
93151
93674
 
93152
- if ( this._outputColorSpace !== this.renderer.outputColorSpace ) {
93675
+ if ( this._outputColorSpace !== outputColorSpace ) {
93153
93676
 
93154
- this._outputColorSpace = this.renderer.outputColorSpace;
93677
+ this._outputColorSpace = outputColorSpace;
93155
93678
  this.needsUpdate = true;
93156
93679
 
93157
93680
  }
93681
+ // !WITH_GENESYS
93682
+ // if ( this._toneMapping !== this.renderer.toneMapping ) {
93683
+ //
93684
+ // this._toneMapping = this.renderer.toneMapping;
93685
+ // this.needsUpdate = true;
93686
+ //
93687
+ // }
93688
+ //
93689
+ // if ( this._outputColorSpace !== this.renderer.outputColorSpace ) {
93690
+ //
93691
+ // this._outputColorSpace = this.renderer.outputColorSpace;
93692
+ // this.needsUpdate = true;
93693
+ //
93694
+ // }
93158
93695
 
93159
93696
  if ( this.needsUpdate === true ) {
93160
93697