@needle-tools/three 0.145.0

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Files changed (1160) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +84 -0
  3. package/build/three.cjs +36042 -0
  4. package/build/three.js +36048 -0
  5. package/build/three.min.js +6 -0
  6. package/build/three.module.js +49769 -0
  7. package/examples/fonts/LICENSE +13 -0
  8. package/examples/fonts/README.md +11 -0
  9. package/examples/fonts/droid/NOTICE +190 -0
  10. package/examples/fonts/droid/README.txt +18 -0
  11. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  12. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  16. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  17. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  18. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  20. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
  21. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
  22. package/examples/fonts/open-sans/open-sans.css +9 -0
  23. package/examples/fonts/optimer_bold.typeface.json +1 -0
  24. package/examples/fonts/optimer_regular.typeface.json +1 -0
  25. package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
  26. package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
  27. package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
  28. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
  29. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
  30. package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/js/animation/AnimationClipCreator.js +97 -0
  34. package/examples/js/animation/CCDIKSolver.js +433 -0
  35. package/examples/js/animation/MMDAnimationHelper.js +1117 -0
  36. package/examples/js/animation/MMDPhysics.js +1238 -0
  37. package/examples/js/cameras/CinematicCamera.js +157 -0
  38. package/examples/js/controls/ArcballControls.js +3037 -0
  39. package/examples/js/controls/DragControls.js +230 -0
  40. package/examples/js/controls/FirstPersonControls.js +334 -0
  41. package/examples/js/controls/FlyControls.js +347 -0
  42. package/examples/js/controls/OrbitControls.js +1075 -0
  43. package/examples/js/controls/PointerLockControls.js +153 -0
  44. package/examples/js/controls/TrackballControls.js +782 -0
  45. package/examples/js/controls/TransformControls.js +1386 -0
  46. package/examples/js/csm/CSM.js +382 -0
  47. package/examples/js/csm/CSMFrustum.js +133 -0
  48. package/examples/js/csm/CSMHelper.js +145 -0
  49. package/examples/js/csm/CSMShader.js +257 -0
  50. package/examples/js/curves/CurveExtras.js +348 -0
  51. package/examples/js/curves/NURBSCurve.js +75 -0
  52. package/examples/js/curves/NURBSSurface.js +54 -0
  53. package/examples/js/curves/NURBSUtils.js +476 -0
  54. package/examples/js/effects/AnaglyphEffect.js +100 -0
  55. package/examples/js/effects/AsciiEffect.js +259 -0
  56. package/examples/js/effects/OutlineEffect.js +454 -0
  57. package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
  58. package/examples/js/effects/PeppersGhostEffect.js +166 -0
  59. package/examples/js/effects/StereoEffect.js +50 -0
  60. package/examples/js/environments/DebugEnvironment.js +53 -0
  61. package/examples/js/environments/RoomEnvironment.js +122 -0
  62. package/examples/js/exporters/ColladaExporter.js +504 -0
  63. package/examples/js/exporters/DRACOExporter.js +212 -0
  64. package/examples/js/exporters/EXRExporter.js +458 -0
  65. package/examples/js/exporters/GLTFExporter.js +2543 -0
  66. package/examples/js/exporters/MMDExporter.js +194 -0
  67. package/examples/js/exporters/OBJExporter.js +251 -0
  68. package/examples/js/exporters/PLYExporter.js +422 -0
  69. package/examples/js/exporters/STLExporter.js +190 -0
  70. package/examples/js/exporters/USDZExporter.js +523 -0
  71. package/examples/js/geometries/BoxLineGeometry.js +60 -0
  72. package/examples/js/geometries/ConvexGeometry.js +48 -0
  73. package/examples/js/geometries/DecalGeometry.js +291 -0
  74. package/examples/js/geometries/LightningStrike.js +874 -0
  75. package/examples/js/geometries/ParametricGeometries.js +215 -0
  76. package/examples/js/geometries/ParametricGeometry.js +108 -0
  77. package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
  78. package/examples/js/geometries/TeapotGeometry.js +331 -0
  79. package/examples/js/geometries/TextGeometry.js +51 -0
  80. package/examples/js/helpers/LightProbeHelper.js +49 -0
  81. package/examples/js/helpers/OctreeHelper.js +74 -0
  82. package/examples/js/helpers/PositionalAudioHelper.js +89 -0
  83. package/examples/js/helpers/RectAreaLightHelper.js +74 -0
  84. package/examples/js/helpers/VertexNormalsHelper.js +72 -0
  85. package/examples/js/helpers/VertexTangentsHelper.js +62 -0
  86. package/examples/js/helpers/ViewHelper.js +266 -0
  87. package/examples/js/interactive/HTMLMesh.js +508 -0
  88. package/examples/js/interactive/InteractiveGroup.js +101 -0
  89. package/examples/js/interactive/SelectionBox.js +262 -0
  90. package/examples/js/interactive/SelectionHelper.js +91 -0
  91. package/examples/js/libs/ammo.wasm.js +822 -0
  92. package/examples/js/libs/ammo.wasm.wasm +0 -0
  93. package/examples/js/libs/basis/README.md +46 -0
  94. package/examples/js/libs/basis/basis_transcoder.js +21 -0
  95. package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
  96. package/examples/js/libs/chevrotain.min.js +3 -0
  97. package/examples/js/libs/draco/README.md +32 -0
  98. package/examples/js/libs/draco/draco_decoder.js +52 -0
  99. package/examples/js/libs/draco/draco_decoder.wasm +0 -0
  100. package/examples/js/libs/draco/draco_encoder.js +33 -0
  101. package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
  102. package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
  103. package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
  104. package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
  105. package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
  106. package/examples/js/libs/fflate.min.js +7 -0
  107. package/examples/js/libs/ktx-parse.umd.js +1 -0
  108. package/examples/js/libs/lottie_canvas.js +12751 -0
  109. package/examples/js/libs/meshopt_decoder.js +188 -0
  110. package/examples/js/libs/opentype.min.js +1 -0
  111. package/examples/js/libs/stats.min.js +5 -0
  112. package/examples/js/lights/LightProbeGenerator.js +228 -0
  113. package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
  114. package/examples/js/lines/Line2.js +19 -0
  115. package/examples/js/lines/LineGeometry.js +71 -0
  116. package/examples/js/lines/LineMaterial.js +642 -0
  117. package/examples/js/lines/LineSegments2.js +362 -0
  118. package/examples/js/lines/LineSegmentsGeometry.js +219 -0
  119. package/examples/js/lines/Wireframe.js +52 -0
  120. package/examples/js/lines/WireframeGeometry2.js +18 -0
  121. package/examples/js/loaders/3DMLoader.js +1370 -0
  122. package/examples/js/loaders/3MFLoader.js +1340 -0
  123. package/examples/js/loaders/AMFLoader.js +529 -0
  124. package/examples/js/loaders/BVHLoader.js +394 -0
  125. package/examples/js/loaders/BasisTextureLoader.js +736 -0
  126. package/examples/js/loaders/ColladaLoader.js +3821 -0
  127. package/examples/js/loaders/DDSLoader.js +245 -0
  128. package/examples/js/loaders/DRACOLoader.js +548 -0
  129. package/examples/js/loaders/EXRLoader.js +2136 -0
  130. package/examples/js/loaders/FBXLoader.js +3835 -0
  131. package/examples/js/loaders/FontLoader.js +169 -0
  132. package/examples/js/loaders/GCodeLoader.js +256 -0
  133. package/examples/js/loaders/GLTFLoader.js +4159 -0
  134. package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
  135. package/examples/js/loaders/KMZLoader.js +125 -0
  136. package/examples/js/loaders/KTXLoader.js +177 -0
  137. package/examples/js/loaders/LDrawLoader.js +2374 -0
  138. package/examples/js/loaders/LUT3dlLoader.js +139 -0
  139. package/examples/js/loaders/LUTCubeLoader.js +140 -0
  140. package/examples/js/loaders/LWOLoader.js +966 -0
  141. package/examples/js/loaders/LogLuvLoader.js +765 -0
  142. package/examples/js/loaders/LottieLoader.js +62 -0
  143. package/examples/js/loaders/MD2Loader.js +249 -0
  144. package/examples/js/loaders/MDDLoader.js +95 -0
  145. package/examples/js/loaders/MMDLoader.js +1924 -0
  146. package/examples/js/loaders/MTLLoader.js +501 -0
  147. package/examples/js/loaders/NRRDLoader.js +649 -0
  148. package/examples/js/loaders/OBJLoader.js +804 -0
  149. package/examples/js/loaders/PCDLoader.js +408 -0
  150. package/examples/js/loaders/PDBLoader.js +313 -0
  151. package/examples/js/loaders/PLYLoader.js +562 -0
  152. package/examples/js/loaders/PRWMLoader.js +260 -0
  153. package/examples/js/loaders/PVRLoader.js +227 -0
  154. package/examples/js/loaders/RGBELoader.js +467 -0
  155. package/examples/js/loaders/RGBMLoader.js +1415 -0
  156. package/examples/js/loaders/STLLoader.js +371 -0
  157. package/examples/js/loaders/SVGLoader.js +2655 -0
  158. package/examples/js/loaders/TDSLoader.js +1029 -0
  159. package/examples/js/loaders/TGALoader.js +486 -0
  160. package/examples/js/loaders/TIFFLoader.js +31 -0
  161. package/examples/js/loaders/TTFLoader.js +211 -0
  162. package/examples/js/loaders/TiltLoader.js +460 -0
  163. package/examples/js/loaders/VOXLoader.js +248 -0
  164. package/examples/js/loaders/VRMLLoader.js +3237 -0
  165. package/examples/js/loaders/VTKLoader.js +1095 -0
  166. package/examples/js/loaders/XYZLoader.js +91 -0
  167. package/examples/js/loaders/lwo/IFFParser.js +1148 -0
  168. package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
  169. package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
  170. package/examples/js/materials/MeshGouraudMaterial.js +385 -0
  171. package/examples/js/math/Capsule.js +120 -0
  172. package/examples/js/math/ColorConverter.js +33 -0
  173. package/examples/js/math/ConvexHull.js +1110 -0
  174. package/examples/js/math/ImprovedNoise.js +66 -0
  175. package/examples/js/math/Lut.js +171 -0
  176. package/examples/js/math/MeshSurfaceSampler.js +193 -0
  177. package/examples/js/math/OBB.js +341 -0
  178. package/examples/js/math/Octree.js +465 -0
  179. package/examples/js/math/SimplexNoise.js +459 -0
  180. package/examples/js/misc/ConvexObjectBreaker.js +485 -0
  181. package/examples/js/misc/GPUComputationRenderer.js +397 -0
  182. package/examples/js/misc/Gyroscope.js +60 -0
  183. package/examples/js/misc/MD2Character.js +244 -0
  184. package/examples/js/misc/MD2CharacterComplex.js +494 -0
  185. package/examples/js/misc/MorphAnimMesh.js +69 -0
  186. package/examples/js/misc/MorphBlendMesh.js +292 -0
  187. package/examples/js/misc/ProgressiveLightMap.js +331 -0
  188. package/examples/js/misc/RollerCoaster.js +437 -0
  189. package/examples/js/misc/TubePainter.js +161 -0
  190. package/examples/js/misc/Volume.js +466 -0
  191. package/examples/js/misc/VolumeSlice.js +224 -0
  192. package/examples/js/modifiers/CurveModifier.js +311 -0
  193. package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
  194. package/examples/js/modifiers/SimplifyModifier.js +468 -0
  195. package/examples/js/modifiers/TessellateModifier.js +283 -0
  196. package/examples/js/objects/GroundProjectedEnv.js +193 -0
  197. package/examples/js/objects/Lensflare.js +347 -0
  198. package/examples/js/objects/LightningStorm.js +209 -0
  199. package/examples/js/objects/MarchingCubes.js +738 -0
  200. package/examples/js/objects/Reflector.js +214 -0
  201. package/examples/js/objects/ReflectorForSSRPass.js +319 -0
  202. package/examples/js/objects/Refractor.js +261 -0
  203. package/examples/js/objects/ShadowMesh.js +60 -0
  204. package/examples/js/objects/Sky.js +223 -0
  205. package/examples/js/objects/Water.js +287 -0
  206. package/examples/js/objects/Water2.js +306 -0
  207. package/examples/js/physics/AmmoPhysics.js +256 -0
  208. package/examples/js/physics/OimoPhysics.js +215 -0
  209. package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
  210. package/examples/js/postprocessing/AfterimagePass.js +70 -0
  211. package/examples/js/postprocessing/BloomPass.js +114 -0
  212. package/examples/js/postprocessing/BokehPass.js +103 -0
  213. package/examples/js/postprocessing/ClearPass.js +44 -0
  214. package/examples/js/postprocessing/CubeTexturePass.js +57 -0
  215. package/examples/js/postprocessing/DotScreenPass.js +49 -0
  216. package/examples/js/postprocessing/EffectComposer.js +279 -0
  217. package/examples/js/postprocessing/FilmPass.js +50 -0
  218. package/examples/js/postprocessing/GlitchPass.js +105 -0
  219. package/examples/js/postprocessing/HalftonePass.js +75 -0
  220. package/examples/js/postprocessing/LUTPass.js +184 -0
  221. package/examples/js/postprocessing/MaskPass.js +92 -0
  222. package/examples/js/postprocessing/OutlinePass.js +589 -0
  223. package/examples/js/postprocessing/Pass.js +75 -0
  224. package/examples/js/postprocessing/RenderPass.js +74 -0
  225. package/examples/js/postprocessing/SAOPass.js +366 -0
  226. package/examples/js/postprocessing/SMAAPass.js +153 -0
  227. package/examples/js/postprocessing/SSAARenderPass.js +156 -0
  228. package/examples/js/postprocessing/SSAOPass.js +351 -0
  229. package/examples/js/postprocessing/SSRPass.js +550 -0
  230. package/examples/js/postprocessing/SavePass.js +51 -0
  231. package/examples/js/postprocessing/ShaderPass.js +63 -0
  232. package/examples/js/postprocessing/TAARenderPass.js +128 -0
  233. package/examples/js/postprocessing/TexturePass.js +46 -0
  234. package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
  235. package/examples/js/renderers/CSS2DRenderer.js +197 -0
  236. package/examples/js/renderers/CSS3DRenderer.js +258 -0
  237. package/examples/js/renderers/Projector.js +874 -0
  238. package/examples/js/renderers/SVGRenderer.js +537 -0
  239. package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
  240. package/examples/js/shaders/AfterimageShader.js +63 -0
  241. package/examples/js/shaders/BasicShader.js +30 -0
  242. package/examples/js/shaders/BleachBypassShader.js +65 -0
  243. package/examples/js/shaders/BlendShader.js +57 -0
  244. package/examples/js/shaders/BokehShader.js +159 -0
  245. package/examples/js/shaders/BokehShader2.js +428 -0
  246. package/examples/js/shaders/BrightnessContrastShader.js +61 -0
  247. package/examples/js/shaders/ColorCorrectionShader.js +56 -0
  248. package/examples/js/shaders/ColorifyShader.js +51 -0
  249. package/examples/js/shaders/ConvolutionShader.js +97 -0
  250. package/examples/js/shaders/CopyShader.js +48 -0
  251. package/examples/js/shaders/DOFMipMapShader.js +63 -0
  252. package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
  253. package/examples/js/shaders/DigitalGlitch.js +130 -0
  254. package/examples/js/shaders/DotScreenShader.js +76 -0
  255. package/examples/js/shaders/FXAAShader.js +286 -0
  256. package/examples/js/shaders/FilmShader.js +113 -0
  257. package/examples/js/shaders/FocusShader.js +98 -0
  258. package/examples/js/shaders/FreiChenShader.js +97 -0
  259. package/examples/js/shaders/GammaCorrectionShader.js +44 -0
  260. package/examples/js/shaders/GodRaysShader.js +297 -0
  261. package/examples/js/shaders/HalftoneShader.js +339 -0
  262. package/examples/js/shaders/HorizontalBlurShader.js +62 -0
  263. package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
  264. package/examples/js/shaders/HueSaturationShader.js +72 -0
  265. package/examples/js/shaders/KaleidoShader.js +63 -0
  266. package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
  267. package/examples/js/shaders/LuminosityShader.js +49 -0
  268. package/examples/js/shaders/MMDToonShader.js +100 -0
  269. package/examples/js/shaders/MirrorShader.js +59 -0
  270. package/examples/js/shaders/NormalMapShader.js +59 -0
  271. package/examples/js/shaders/PixelShader.js +51 -0
  272. package/examples/js/shaders/RGBShiftShader.js +59 -0
  273. package/examples/js/shaders/SAOShader.js +213 -0
  274. package/examples/js/shaders/SMAAShader.js +466 -0
  275. package/examples/js/shaders/SSAOShader.js +299 -0
  276. package/examples/js/shaders/SSRShader.js +393 -0
  277. package/examples/js/shaders/SepiaShader.js +55 -0
  278. package/examples/js/shaders/SobelOperatorShader.js +92 -0
  279. package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
  280. package/examples/js/shaders/TechnicolorShader.js +46 -0
  281. package/examples/js/shaders/ToneMapShader.js +87 -0
  282. package/examples/js/shaders/ToonShader.js +351 -0
  283. package/examples/js/shaders/TriangleBlurShader.js +74 -0
  284. package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
  285. package/examples/js/shaders/VerticalBlurShader.js +62 -0
  286. package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
  287. package/examples/js/shaders/VignetteShader.js +56 -0
  288. package/examples/js/shaders/VolumeShader.js +300 -0
  289. package/examples/js/shaders/WaterRefractionShader.js +88 -0
  290. package/examples/js/textures/FlakesTexture.js +41 -0
  291. package/examples/js/utils/BufferGeometryUtils.js +1094 -0
  292. package/examples/js/utils/CameraUtils.js +86 -0
  293. package/examples/js/utils/GPUStatsPanel.js +134 -0
  294. package/examples/js/utils/GeometryCompressionUtils.js +574 -0
  295. package/examples/js/utils/GeometryUtils.js +173 -0
  296. package/examples/js/utils/LDrawUtils.js +182 -0
  297. package/examples/js/utils/PackedPhongMaterial.js +107 -0
  298. package/examples/js/utils/SceneUtils.js +103 -0
  299. package/examples/js/utils/ShadowMapViewer.js +180 -0
  300. package/examples/js/utils/SkeletonUtils.js +507 -0
  301. package/examples/js/utils/UVsDebug.js +135 -0
  302. package/examples/js/utils/WorkerPool.js +115 -0
  303. package/examples/jsm/animation/AnimationClipCreator.js +114 -0
  304. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  305. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  306. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  307. package/examples/jsm/cameras/CinematicCamera.js +209 -0
  308. package/examples/jsm/capabilities/WebGL.js +91 -0
  309. package/examples/jsm/capabilities/WebGPU.js +39 -0
  310. package/examples/jsm/controls/ArcballControls.js +3216 -0
  311. package/examples/jsm/controls/DragControls.js +220 -0
  312. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  313. package/examples/jsm/controls/FlyControls.js +284 -0
  314. package/examples/jsm/controls/OrbitControls.js +1249 -0
  315. package/examples/jsm/controls/PointerLockControls.js +157 -0
  316. package/examples/jsm/controls/TrackballControls.js +814 -0
  317. package/examples/jsm/controls/TransformControls.js +1558 -0
  318. package/examples/jsm/csm/CSM.js +378 -0
  319. package/examples/jsm/csm/CSMFrustum.js +152 -0
  320. package/examples/jsm/csm/CSMHelper.js +193 -0
  321. package/examples/jsm/csm/CSMShader.js +251 -0
  322. package/examples/jsm/curves/CurveExtras.js +422 -0
  323. package/examples/jsm/curves/NURBSCurve.js +80 -0
  324. package/examples/jsm/curves/NURBSSurface.js +52 -0
  325. package/examples/jsm/curves/NURBSUtils.js +487 -0
  326. package/examples/jsm/effects/AnaglyphEffect.js +168 -0
  327. package/examples/jsm/effects/AsciiEffect.js +266 -0
  328. package/examples/jsm/effects/OutlineEffect.js +553 -0
  329. package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
  330. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  331. package/examples/jsm/effects/StereoEffect.js +55 -0
  332. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  333. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  334. package/examples/jsm/exporters/ColladaExporter.js +713 -0
  335. package/examples/jsm/exporters/DRACOExporter.js +225 -0
  336. package/examples/jsm/exporters/EXRExporter.js +507 -0
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  1001. package/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js +7 -0
  1002. package/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js +11 -0
  1003. package/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js +11 -0
  1004. package/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js +11 -0
  1005. package/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js +23 -0
  1006. package/src/renderers/shaders/ShaderChunk/common.glsl.js +118 -0
  1007. package/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js +191 -0
  1008. package/src/renderers/shaders/ShaderChunk/default_fragment.glsl.js +5 -0
  1009. package/src/renderers/shaders/ShaderChunk/default_vertex.glsl.js +5 -0
  1010. package/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js +36 -0
  1011. package/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js +9 -0
  1012. package/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js +7 -0
  1013. package/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js +7 -0
  1014. package/src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js +20 -0
  1015. package/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js +9 -0
  1016. package/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js +7 -0
  1017. package/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js +3 -0
  1018. package/src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js +11 -0
  1019. package/src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js +14 -0
  1020. package/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js +66 -0
  1021. package/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js +21 -0
  1022. package/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js +22 -0
  1023. package/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js +46 -0
  1024. package/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js +37 -0
  1025. package/src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js +17 -0
  1026. package/src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js +19 -0
  1027. package/src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js +7 -0
  1028. package/src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js +7 -0
  1029. package/src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js +27 -0
  1030. package/src/renderers/shaders/ShaderChunk/iridescence_fragment.glsl.js +121 -0
  1031. package/src/renderers/shaders/ShaderChunk/iridescence_pars_fragment.glsl.js +14 -0
  1032. package/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js +10 -0
  1033. package/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js +8 -0
  1034. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +199 -0
  1035. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +13 -0
  1036. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +32 -0
  1037. package/src/renderers/shaders/ShaderChunk/lights_lambert_fragment.glsl.js +5 -0
  1038. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +30 -0
  1039. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +223 -0
  1040. package/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js +7 -0
  1041. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +34 -0
  1042. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +120 -0
  1043. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +264 -0
  1044. package/src/renderers/shaders/ShaderChunk/lights_toon_fragment.glsl.js +4 -0
  1045. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +28 -0
  1046. package/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js +9 -0
  1047. package/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js +9 -0
  1048. package/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js +16 -0
  1049. package/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js +22 -0
  1050. package/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js +17 -0
  1051. package/src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js +7 -0
  1052. package/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js +19 -0
  1053. package/src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js +19 -0
  1054. package/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js +12 -0
  1055. package/src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js +7 -0
  1056. package/src/renderers/shaders/ShaderChunk/morphcolor_vertex.glsl.js +24 -0
  1057. package/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js +27 -0
  1058. package/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js +38 -0
  1059. package/src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js +36 -0
  1060. package/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +46 -0
  1061. package/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js +41 -0
  1062. package/src/renderers/shaders/ShaderChunk/normal_pars_fragment.glsl.js +14 -0
  1063. package/src/renderers/shaders/ShaderChunk/normal_pars_vertex.glsl.js +14 -0
  1064. package/src/renderers/shaders/ShaderChunk/normal_vertex.glsl.js +14 -0
  1065. package/src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js +43 -0
  1066. package/src/renderers/shaders/ShaderChunk/output_fragment.glsl.js +12 -0
  1067. package/src/renderers/shaders/ShaderChunk/packing.glsl.js +54 -0
  1068. package/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js +8 -0
  1069. package/src/renderers/shaders/ShaderChunk/project_vertex.glsl.js +13 -0
  1070. package/src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js +12 -0
  1071. package/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js +7 -0
  1072. package/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +321 -0
  1073. package/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js +68 -0
  1074. package/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js +63 -0
  1075. package/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js +66 -0
  1076. package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
  1077. package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +33 -0
  1078. package/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js +15 -0
  1079. package/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js +20 -0
  1080. package/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js +14 -0
  1081. package/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js +7 -0
  1082. package/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js +7 -0
  1083. package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +77 -0
  1084. package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
  1085. package/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js +116 -0
  1086. package/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js +7 -0
  1087. package/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js +10 -0
  1088. package/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js +7 -0
  1089. package/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js +7 -0
  1090. package/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js +17 -0
  1091. package/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js +7 -0
  1092. package/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js +15 -0
  1093. package/src/renderers/shaders/ShaderChunk.js +265 -0
  1094. package/src/renderers/shaders/ShaderLib/background.glsl.js +35 -0
  1095. package/src/renderers/shaders/ShaderLib/cube.glsl.js +38 -0
  1096. package/src/renderers/shaders/ShaderLib/depth.glsl.js +92 -0
  1097. package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +73 -0
  1098. package/src/renderers/shaders/ShaderLib/equirect.glsl.js +35 -0
  1099. package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +70 -0
  1100. package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +115 -0
  1101. package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +123 -0
  1102. package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +107 -0
  1103. package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +82 -0
  1104. package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +125 -0
  1105. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +216 -0
  1106. package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +117 -0
  1107. package/src/renderers/shaders/ShaderLib/points.glsl.js +71 -0
  1108. package/src/renderers/shaders/ShaderLib/shadow.glsl.js +49 -0
  1109. package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
  1110. package/src/renderers/shaders/ShaderLib/vsm.glsl.js +53 -0
  1111. package/src/renderers/shaders/ShaderLib.js +331 -0
  1112. package/src/renderers/shaders/UniformsLib.js +218 -0
  1113. package/src/renderers/shaders/UniformsUtils.js +80 -0
  1114. package/src/renderers/webgl/WebGLAnimation.js +53 -0
  1115. package/src/renderers/webgl/WebGLAttributes.js +193 -0
  1116. package/src/renderers/webgl/WebGLBackground.js +228 -0
  1117. package/src/renderers/webgl/WebGLBindingStates.js +623 -0
  1118. package/src/renderers/webgl/WebGLBufferRenderer.js +61 -0
  1119. package/src/renderers/webgl/WebGLCapabilities.js +121 -0
  1120. package/src/renderers/webgl/WebGLClipping.js +167 -0
  1121. package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
  1122. package/src/renderers/webgl/WebGLCubeUVMaps.js +130 -0
  1123. package/src/renderers/webgl/WebGLExtensions.js +96 -0
  1124. package/src/renderers/webgl/WebGLGeometries.js +195 -0
  1125. package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +71 -0
  1126. package/src/renderers/webgl/WebGLInfo.js +72 -0
  1127. package/src/renderers/webgl/WebGLLights.js +574 -0
  1128. package/src/renderers/webgl/WebGLMaterials.js +677 -0
  1129. package/src/renderers/webgl/WebGLMorphtargets.js +300 -0
  1130. package/src/renderers/webgl/WebGLObjects.js +72 -0
  1131. package/src/renderers/webgl/WebGLProgram.js +901 -0
  1132. package/src/renderers/webgl/WebGLPrograms.js +542 -0
  1133. package/src/renderers/webgl/WebGLProperties.js +48 -0
  1134. package/src/renderers/webgl/WebGLRenderLists.js +238 -0
  1135. package/src/renderers/webgl/WebGLRenderStates.js +107 -0
  1136. package/src/renderers/webgl/WebGLShader.js +12 -0
  1137. package/src/renderers/webgl/WebGLShaderCache.js +124 -0
  1138. package/src/renderers/webgl/WebGLShadowMap.js +374 -0
  1139. package/src/renderers/webgl/WebGLState.js +1263 -0
  1140. package/src/renderers/webgl/WebGLTextures.js +1944 -0
  1141. package/src/renderers/webgl/WebGLUniforms.js +1050 -0
  1142. package/src/renderers/webgl/WebGLUniformsGroups.js +372 -0
  1143. package/src/renderers/webgl/WebGLUtils.js +266 -0
  1144. package/src/renderers/webxr/WebXRController.js +307 -0
  1145. package/src/renderers/webxr/WebXRManager.js +731 -0
  1146. package/src/scenes/Fog.js +37 -0
  1147. package/src/scenes/FogExp2.js +34 -0
  1148. package/src/scenes/Scene.js +71 -0
  1149. package/src/textures/CanvasTexture.js +17 -0
  1150. package/src/textures/CompressedTexture.js +28 -0
  1151. package/src/textures/CubeTexture.js +33 -0
  1152. package/src/textures/Data3DTexture.js +35 -0
  1153. package/src/textures/DataArrayTexture.js +27 -0
  1154. package/src/textures/DataTexture.js +22 -0
  1155. package/src/textures/DepthTexture.js +36 -0
  1156. package/src/textures/FramebufferTexture.js +25 -0
  1157. package/src/textures/Source.js +123 -0
  1158. package/src/textures/Texture.js +308 -0
  1159. package/src/textures/VideoTexture.js +55 -0
  1160. package/src/utils.js +71 -0
@@ -0,0 +1,2280 @@
1
+ import {
2
+ REVISION,
3
+ BackSide,
4
+ DoubleSide,
5
+ FrontSide,
6
+ RGBAFormat,
7
+ HalfFloatType,
8
+ FloatType,
9
+ UnsignedByteType,
10
+ LinearEncoding,
11
+ NoToneMapping,
12
+ LinearMipmapLinearFilter
13
+ } from '../constants.js';
14
+ import { floorPowerOfTwo } from '../math/MathUtils.js';
15
+ import { Frustum } from '../math/Frustum.js';
16
+ import { Matrix4 } from '../math/Matrix4.js';
17
+ import { Vector2 } from '../math/Vector2.js';
18
+ import { Vector3 } from '../math/Vector3.js';
19
+ import { Vector4 } from '../math/Vector4.js';
20
+ import { WebGLAnimation } from './webgl/WebGLAnimation.js';
21
+ import { WebGLAttributes } from './webgl/WebGLAttributes.js';
22
+ import { WebGLBackground } from './webgl/WebGLBackground.js';
23
+ import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
24
+ import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
25
+ import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
26
+ import { WebGLClipping } from './webgl/WebGLClipping.js';
27
+ import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
28
+ import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
29
+ import { WebGLExtensions } from './webgl/WebGLExtensions.js';
30
+ import { WebGLGeometries } from './webgl/WebGLGeometries.js';
31
+ import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
32
+ import { WebGLInfo } from './webgl/WebGLInfo.js';
33
+ import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
34
+ import { WebGLObjects } from './webgl/WebGLObjects.js';
35
+ import { WebGLPrograms } from './webgl/WebGLPrograms.js';
36
+ import { WebGLProperties } from './webgl/WebGLProperties.js';
37
+ import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
38
+ import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
39
+ import { WebGLRenderTarget } from './WebGLRenderTarget.js';
40
+ import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
41
+ import { WebGLState } from './webgl/WebGLState.js';
42
+ import { WebGLTextures } from './webgl/WebGLTextures.js';
43
+ import { WebGLUniforms } from './webgl/WebGLUniforms.js';
44
+ import { WebGLUtils } from './webgl/WebGLUtils.js';
45
+ import { WebXRManager } from './webxr/WebXRManager.js';
46
+ import { WebGLMaterials } from './webgl/WebGLMaterials.js';
47
+ import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
48
+ import { createElementNS } from '../utils.js';
49
+
50
+ function createCanvasElement() {
51
+
52
+ const canvas = createElementNS( 'canvas' );
53
+ canvas.style.display = 'block';
54
+ return canvas;
55
+
56
+ }
57
+
58
+ function WebGLRenderer( parameters = {} ) {
59
+
60
+ this.isWebGLRenderer = true;
61
+
62
+ const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
63
+ _context = parameters.context !== undefined ? parameters.context : null,
64
+
65
+ _depth = parameters.depth !== undefined ? parameters.depth : true,
66
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
67
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
68
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
69
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
70
+ _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
71
+ _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
72
+
73
+ let _alpha;
74
+
75
+ if ( _context !== null ) {
76
+
77
+ _alpha = _context.getContextAttributes().alpha;
78
+
79
+ } else {
80
+
81
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : false;
82
+
83
+ }
84
+
85
+ let currentRenderList = null;
86
+ let currentRenderState = null;
87
+
88
+ // render() can be called from within a callback triggered by another render.
89
+ // We track this so that the nested render call gets its list and state isolated from the parent render call.
90
+
91
+ const renderListStack = [];
92
+ const renderStateStack = [];
93
+
94
+ // public properties
95
+
96
+ this.domElement = _canvas;
97
+
98
+ // Debug configuration container
99
+ this.debug = {
100
+
101
+ /**
102
+ * Enables error checking and reporting when shader programs are being compiled
103
+ * @type {boolean}
104
+ */
105
+ checkShaderErrors: true
106
+ };
107
+
108
+ // clearing
109
+
110
+ this.autoClear = true;
111
+ this.autoClearColor = true;
112
+ this.autoClearDepth = true;
113
+ this.autoClearStencil = true;
114
+
115
+ // scene graph
116
+
117
+ this.sortObjects = true;
118
+
119
+ // user-defined clipping
120
+
121
+ this.clippingPlanes = [];
122
+ this.localClippingEnabled = false;
123
+
124
+ // physically based shading
125
+
126
+ this.outputEncoding = LinearEncoding;
127
+
128
+ // physical lights
129
+
130
+ this.physicallyCorrectLights = false;
131
+
132
+ // tone mapping
133
+
134
+ this.toneMapping = NoToneMapping;
135
+ this.toneMappingExposure = 1.0;
136
+
137
+ //
138
+
139
+ Object.defineProperties( this, {
140
+
141
+ // @deprecated since r136, 0e21088102b4de7e0a0a33140620b7a3424b9e6d
142
+
143
+ gammaFactor: {
144
+ get: function () {
145
+
146
+ console.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );
147
+ return 2;
148
+
149
+ },
150
+ set: function () {
151
+
152
+ console.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );
153
+
154
+ }
155
+ }
156
+
157
+ } );
158
+
159
+ // internal properties
160
+
161
+ const _this = this;
162
+
163
+ let _isContextLost = false;
164
+
165
+ // internal state cache
166
+
167
+ let _currentActiveCubeFace = 0;
168
+ let _currentActiveMipmapLevel = 0;
169
+ let _currentRenderTarget = null;
170
+ let _currentMaterialId = - 1;
171
+
172
+ let _currentCamera = null;
173
+
174
+ const _currentViewport = new Vector4();
175
+ const _currentScissor = new Vector4();
176
+ let _currentScissorTest = null;
177
+
178
+ //
179
+
180
+ let _width = _canvas.width;
181
+ let _height = _canvas.height;
182
+
183
+ let _pixelRatio = 1;
184
+ let _opaqueSort = null;
185
+ let _transparentSort = null;
186
+
187
+ const _viewport = new Vector4( 0, 0, _width, _height );
188
+ const _scissor = new Vector4( 0, 0, _width, _height );
189
+ let _scissorTest = false;
190
+
191
+ // frustum
192
+
193
+ const _frustum = new Frustum();
194
+
195
+ // clipping
196
+
197
+ let _clippingEnabled = false;
198
+ let _localClippingEnabled = false;
199
+
200
+ // transmission
201
+
202
+ let _transmissionRenderTarget = null;
203
+
204
+ // camera matrices cache
205
+
206
+ const _projScreenMatrix = new Matrix4();
207
+
208
+ const _vector2 = new Vector2();
209
+ const _vector3 = new Vector3();
210
+
211
+ const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
212
+
213
+ function getTargetPixelRatio() {
214
+
215
+ return _currentRenderTarget === null ? _pixelRatio : 1;
216
+
217
+ }
218
+
219
+ // initialize
220
+
221
+ let _gl = _context;
222
+
223
+ function getContext( contextNames, contextAttributes ) {
224
+
225
+ for ( let i = 0; i < contextNames.length; i ++ ) {
226
+
227
+ const contextName = contextNames[ i ];
228
+ const context = _canvas.getContext( contextName, contextAttributes );
229
+ if ( context !== null ) return context;
230
+
231
+ }
232
+
233
+ return null;
234
+
235
+ }
236
+
237
+ try {
238
+
239
+ const contextAttributes = {
240
+ alpha: true,
241
+ depth: _depth,
242
+ stencil: _stencil,
243
+ antialias: _antialias,
244
+ premultipliedAlpha: _premultipliedAlpha,
245
+ preserveDrawingBuffer: _preserveDrawingBuffer,
246
+ powerPreference: _powerPreference,
247
+ failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
248
+ };
249
+
250
+ // OffscreenCanvas does not have setAttribute, see #22811
251
+ if ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
252
+
253
+ // event listeners must be registered before WebGL context is created, see #12753
254
+ _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
255
+ _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
256
+ _canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
257
+
258
+ if ( _gl === null ) {
259
+
260
+ const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
261
+
262
+ if ( _this.isWebGL1Renderer === true ) {
263
+
264
+ contextNames.shift();
265
+
266
+ }
267
+
268
+ _gl = getContext( contextNames, contextAttributes );
269
+
270
+ if ( _gl === null ) {
271
+
272
+ if ( getContext( contextNames ) ) {
273
+
274
+ throw new Error( 'Error creating WebGL context with your selected attributes.' );
275
+
276
+ } else {
277
+
278
+ throw new Error( 'Error creating WebGL context.' );
279
+
280
+ }
281
+
282
+ }
283
+
284
+ }
285
+
286
+ // Some experimental-webgl implementations do not have getShaderPrecisionFormat
287
+
288
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
289
+
290
+ _gl.getShaderPrecisionFormat = function () {
291
+
292
+ return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
293
+
294
+ };
295
+
296
+ }
297
+
298
+ } catch ( error ) {
299
+
300
+ console.error( 'THREE.WebGLRenderer: ' + error.message );
301
+ throw error;
302
+
303
+ }
304
+
305
+ let extensions, capabilities, state, info;
306
+ let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
307
+ let programCache, materials, renderLists, renderStates, clipping, shadowMap;
308
+
309
+ let background, morphtargets, bufferRenderer, indexedBufferRenderer;
310
+
311
+ let utils, bindingStates, uniformsGroups;
312
+
313
+ function initGLContext() {
314
+
315
+ extensions = new WebGLExtensions( _gl );
316
+
317
+ capabilities = new WebGLCapabilities( _gl, extensions, parameters );
318
+
319
+ extensions.init( capabilities );
320
+
321
+ utils = new WebGLUtils( _gl, extensions, capabilities );
322
+
323
+ state = new WebGLState( _gl, extensions, capabilities );
324
+
325
+ info = new WebGLInfo( _gl );
326
+ properties = new WebGLProperties();
327
+ textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
328
+ cubemaps = new WebGLCubeMaps( _this );
329
+ cubeuvmaps = new WebGLCubeUVMaps( _this );
330
+ attributes = new WebGLAttributes( _gl, capabilities );
331
+ bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
332
+ geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
333
+ objects = new WebGLObjects( _gl, geometries, attributes, info );
334
+ morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
335
+ clipping = new WebGLClipping( properties );
336
+ programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
337
+ materials = new WebGLMaterials( _this, properties );
338
+ renderLists = new WebGLRenderLists();
339
+ renderStates = new WebGLRenderStates( extensions, capabilities );
340
+ background = new WebGLBackground( _this, cubemaps, state, objects, _alpha, _premultipliedAlpha );
341
+ shadowMap = new WebGLShadowMap( _this, objects, capabilities );
342
+ uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
343
+
344
+ bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
345
+ indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
346
+
347
+ info.programs = programCache.programs;
348
+
349
+ _this.capabilities = capabilities;
350
+ _this.extensions = extensions;
351
+ _this.properties = properties;
352
+ _this.renderLists = renderLists;
353
+ _this.shadowMap = shadowMap;
354
+ _this.state = state;
355
+ _this.info = info;
356
+
357
+ }
358
+
359
+ initGLContext();
360
+
361
+ // xr
362
+
363
+ const xr = new WebXRManager( _this, _gl );
364
+
365
+ this.xr = xr;
366
+
367
+ // API
368
+
369
+ this.getContext = function () {
370
+
371
+ return _gl;
372
+
373
+ };
374
+
375
+ this.getContextAttributes = function () {
376
+
377
+ return _gl.getContextAttributes();
378
+
379
+ };
380
+
381
+ this.forceContextLoss = function () {
382
+
383
+ const extension = extensions.get( 'WEBGL_lose_context' );
384
+ if ( extension ) extension.loseContext();
385
+
386
+ };
387
+
388
+ this.forceContextRestore = function () {
389
+
390
+ const extension = extensions.get( 'WEBGL_lose_context' );
391
+ if ( extension ) extension.restoreContext();
392
+
393
+ };
394
+
395
+ this.getPixelRatio = function () {
396
+
397
+ return _pixelRatio;
398
+
399
+ };
400
+
401
+ this.setPixelRatio = function ( value ) {
402
+
403
+ if ( value === undefined ) return;
404
+
405
+ _pixelRatio = value;
406
+
407
+ this.setSize( _width, _height, false );
408
+
409
+ };
410
+
411
+ this.getSize = function ( target ) {
412
+
413
+ return target.set( _width, _height );
414
+
415
+ };
416
+
417
+ this.setSize = function ( width, height, updateStyle ) {
418
+
419
+ if ( xr.isPresenting ) {
420
+
421
+ console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
422
+ return;
423
+
424
+ }
425
+
426
+ _width = width;
427
+ _height = height;
428
+
429
+ _canvas.width = Math.floor( width * _pixelRatio );
430
+ _canvas.height = Math.floor( height * _pixelRatio );
431
+
432
+ if ( updateStyle !== false ) {
433
+
434
+ _canvas.style.width = width + 'px';
435
+ _canvas.style.height = height + 'px';
436
+
437
+ }
438
+
439
+ this.setViewport( 0, 0, width, height );
440
+
441
+ };
442
+
443
+ this.getDrawingBufferSize = function ( target ) {
444
+
445
+ return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
446
+
447
+ };
448
+
449
+ this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
450
+
451
+ _width = width;
452
+ _height = height;
453
+
454
+ _pixelRatio = pixelRatio;
455
+
456
+ _canvas.width = Math.floor( width * pixelRatio );
457
+ _canvas.height = Math.floor( height * pixelRatio );
458
+
459
+ this.setViewport( 0, 0, width, height );
460
+
461
+ };
462
+
463
+ this.getCurrentViewport = function ( target ) {
464
+
465
+ return target.copy( _currentViewport );
466
+
467
+ };
468
+
469
+ this.getViewport = function ( target ) {
470
+
471
+ return target.copy( _viewport );
472
+
473
+ };
474
+
475
+ this.setViewport = function ( x, y, width, height ) {
476
+
477
+ if ( x.isVector4 ) {
478
+
479
+ _viewport.set( x.x, x.y, x.z, x.w );
480
+
481
+ } else {
482
+
483
+ _viewport.set( x, y, width, height );
484
+
485
+ }
486
+
487
+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
488
+
489
+ };
490
+
491
+ this.getScissor = function ( target ) {
492
+
493
+ return target.copy( _scissor );
494
+
495
+ };
496
+
497
+ this.setScissor = function ( x, y, width, height ) {
498
+
499
+ if ( x.isVector4 ) {
500
+
501
+ _scissor.set( x.x, x.y, x.z, x.w );
502
+
503
+ } else {
504
+
505
+ _scissor.set( x, y, width, height );
506
+
507
+ }
508
+
509
+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
510
+
511
+ };
512
+
513
+ this.getScissorTest = function () {
514
+
515
+ return _scissorTest;
516
+
517
+ };
518
+
519
+ this.setScissorTest = function ( boolean ) {
520
+
521
+ state.setScissorTest( _scissorTest = boolean );
522
+
523
+ };
524
+
525
+ this.setOpaqueSort = function ( method ) {
526
+
527
+ _opaqueSort = method;
528
+
529
+ };
530
+
531
+ this.setTransparentSort = function ( method ) {
532
+
533
+ _transparentSort = method;
534
+
535
+ };
536
+
537
+ // Clearing
538
+
539
+ this.getClearColor = function ( target ) {
540
+
541
+ return target.copy( background.getClearColor() );
542
+
543
+ };
544
+
545
+ this.setClearColor = function () {
546
+
547
+ background.setClearColor.apply( background, arguments );
548
+
549
+ };
550
+
551
+ this.getClearAlpha = function () {
552
+
553
+ return background.getClearAlpha();
554
+
555
+ };
556
+
557
+ this.setClearAlpha = function () {
558
+
559
+ background.setClearAlpha.apply( background, arguments );
560
+
561
+ };
562
+
563
+ this.clear = function ( color = true, depth = true, stencil = true ) {
564
+
565
+ let bits = 0;
566
+
567
+ if ( color ) bits |= _gl.COLOR_BUFFER_BIT;
568
+ if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
569
+ if ( stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
570
+
571
+ _gl.clear( bits );
572
+
573
+ };
574
+
575
+ this.clearColor = function () {
576
+
577
+ this.clear( true, false, false );
578
+
579
+ };
580
+
581
+ this.clearDepth = function () {
582
+
583
+ this.clear( false, true, false );
584
+
585
+ };
586
+
587
+ this.clearStencil = function () {
588
+
589
+ this.clear( false, false, true );
590
+
591
+ };
592
+
593
+ //
594
+
595
+ this.dispose = function () {
596
+
597
+ _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
598
+ _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
599
+ _canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
600
+
601
+ renderLists.dispose();
602
+ renderStates.dispose();
603
+ properties.dispose();
604
+ cubemaps.dispose();
605
+ cubeuvmaps.dispose();
606
+ objects.dispose();
607
+ bindingStates.dispose();
608
+ uniformsGroups.dispose();
609
+ programCache.dispose();
610
+
611
+ xr.dispose();
612
+
613
+ xr.removeEventListener( 'sessionstart', onXRSessionStart );
614
+ xr.removeEventListener( 'sessionend', onXRSessionEnd );
615
+
616
+ if ( _transmissionRenderTarget ) {
617
+
618
+ _transmissionRenderTarget.dispose();
619
+ _transmissionRenderTarget = null;
620
+
621
+ }
622
+
623
+ animation.stop();
624
+
625
+ };
626
+
627
+ // Events
628
+
629
+ function onContextLost( event ) {
630
+
631
+ event.preventDefault();
632
+
633
+ console.log( 'THREE.WebGLRenderer: Context Lost.' );
634
+
635
+ _isContextLost = true;
636
+
637
+ }
638
+
639
+ function onContextRestore( /* event */ ) {
640
+
641
+ console.log( 'THREE.WebGLRenderer: Context Restored.' );
642
+
643
+ _isContextLost = false;
644
+
645
+ const infoAutoReset = info.autoReset;
646
+ const shadowMapEnabled = shadowMap.enabled;
647
+ const shadowMapAutoUpdate = shadowMap.autoUpdate;
648
+ const shadowMapNeedsUpdate = shadowMap.needsUpdate;
649
+ const shadowMapType = shadowMap.type;
650
+
651
+ initGLContext();
652
+
653
+ info.autoReset = infoAutoReset;
654
+ shadowMap.enabled = shadowMapEnabled;
655
+ shadowMap.autoUpdate = shadowMapAutoUpdate;
656
+ shadowMap.needsUpdate = shadowMapNeedsUpdate;
657
+ shadowMap.type = shadowMapType;
658
+
659
+ }
660
+
661
+ function onContextCreationError( event ) {
662
+
663
+ console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
664
+
665
+ }
666
+
667
+ function onMaterialDispose( event ) {
668
+
669
+ const material = event.target;
670
+
671
+ material.removeEventListener( 'dispose', onMaterialDispose );
672
+
673
+ deallocateMaterial( material );
674
+
675
+ }
676
+
677
+ // Buffer deallocation
678
+
679
+ function deallocateMaterial( material ) {
680
+
681
+ releaseMaterialProgramReferences( material );
682
+
683
+ properties.remove( material );
684
+
685
+ }
686
+
687
+
688
+ function releaseMaterialProgramReferences( material ) {
689
+
690
+ const programs = properties.get( material ).programs;
691
+
692
+ if ( programs !== undefined ) {
693
+
694
+ programs.forEach( function ( program ) {
695
+
696
+ programCache.releaseProgram( program );
697
+
698
+ } );
699
+
700
+ if ( material.isShaderMaterial ) {
701
+
702
+ programCache.releaseShaderCache( material );
703
+
704
+ }
705
+
706
+ }
707
+
708
+ }
709
+
710
+ // Buffer rendering
711
+
712
+ this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
713
+
714
+ if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
715
+
716
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
717
+
718
+ const program = setProgram( camera, scene, geometry, material, object );
719
+
720
+ state.setMaterial( material, frontFaceCW );
721
+
722
+ //
723
+
724
+ let index = geometry.index;
725
+ const position = geometry.attributes.position;
726
+
727
+ //
728
+
729
+ if ( index === null ) {
730
+
731
+ if ( position === undefined || position.count === 0 ) return;
732
+
733
+ } else if ( index.count === 0 ) {
734
+
735
+ return;
736
+
737
+ }
738
+
739
+ //
740
+
741
+ let rangeFactor = 1;
742
+
743
+ if ( material.wireframe === true ) {
744
+
745
+ index = geometries.getWireframeAttribute( geometry );
746
+ rangeFactor = 2;
747
+
748
+ }
749
+
750
+ bindingStates.setup( object, material, program, geometry, index );
751
+
752
+ let attribute;
753
+ let renderer = bufferRenderer;
754
+
755
+ if ( index !== null ) {
756
+
757
+ attribute = attributes.get( index );
758
+
759
+ renderer = indexedBufferRenderer;
760
+ renderer.setIndex( attribute );
761
+
762
+ }
763
+
764
+ //
765
+
766
+ const dataCount = ( index !== null ) ? index.count : position.count;
767
+
768
+ const rangeStart = geometry.drawRange.start * rangeFactor;
769
+ const rangeCount = geometry.drawRange.count * rangeFactor;
770
+
771
+ const groupStart = group !== null ? group.start * rangeFactor : 0;
772
+ const groupCount = group !== null ? group.count * rangeFactor : Infinity;
773
+
774
+ const drawStart = Math.max( rangeStart, groupStart );
775
+ const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
776
+
777
+ const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
778
+
779
+ if ( drawCount === 0 ) return;
780
+
781
+ //
782
+
783
+ if ( object.isMesh ) {
784
+
785
+ if ( material.wireframe === true ) {
786
+
787
+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
788
+ renderer.setMode( _gl.LINES );
789
+
790
+ } else {
791
+
792
+ renderer.setMode( _gl.TRIANGLES );
793
+
794
+ }
795
+
796
+ } else if ( object.isLine ) {
797
+
798
+ let lineWidth = material.linewidth;
799
+
800
+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
801
+
802
+ state.setLineWidth( lineWidth * getTargetPixelRatio() );
803
+
804
+ if ( object.isLineSegments ) {
805
+
806
+ renderer.setMode( _gl.LINES );
807
+
808
+ } else if ( object.isLineLoop ) {
809
+
810
+ renderer.setMode( _gl.LINE_LOOP );
811
+
812
+ } else {
813
+
814
+ renderer.setMode( _gl.LINE_STRIP );
815
+
816
+ }
817
+
818
+ } else if ( object.isPoints ) {
819
+
820
+ renderer.setMode( _gl.POINTS );
821
+
822
+ } else if ( object.isSprite ) {
823
+
824
+ renderer.setMode( _gl.TRIANGLES );
825
+
826
+ }
827
+
828
+ if ( object.isInstancedMesh ) {
829
+
830
+ renderer.renderInstances( drawStart, drawCount, object.count );
831
+
832
+ } else if ( geometry.isInstancedBufferGeometry ) {
833
+
834
+ const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
835
+
836
+ renderer.renderInstances( drawStart, drawCount, instanceCount );
837
+
838
+ } else {
839
+
840
+ renderer.render( drawStart, drawCount );
841
+
842
+ }
843
+
844
+ };
845
+
846
+ // Compile
847
+
848
+ this.compile = function ( scene, camera ) {
849
+
850
+ function prepare( material, scene, object ) {
851
+
852
+ if ( material.transparent === true && material.side === DoubleSide ) {
853
+
854
+ material.side = BackSide;
855
+ material.needsUpdate = true;
856
+ getProgram( material, scene, object );
857
+
858
+ material.side = FrontSide;
859
+ material.needsUpdate = true;
860
+ getProgram( material, scene, object );
861
+
862
+ material.side = DoubleSide;
863
+
864
+ } else {
865
+
866
+ getProgram( material, scene, object );
867
+
868
+ }
869
+
870
+ }
871
+
872
+ currentRenderState = renderStates.get( scene );
873
+ currentRenderState.init();
874
+
875
+ renderStateStack.push( currentRenderState );
876
+
877
+ scene.traverseVisible( function ( object ) {
878
+
879
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
880
+
881
+ currentRenderState.pushLight( object );
882
+
883
+ if ( object.castShadow ) {
884
+
885
+ currentRenderState.pushShadow( object );
886
+
887
+ }
888
+
889
+ }
890
+
891
+ } );
892
+
893
+ currentRenderState.setupLights( _this.physicallyCorrectLights );
894
+
895
+ scene.traverse( function ( object ) {
896
+
897
+ const material = object.material;
898
+
899
+ if ( material ) {
900
+
901
+ if ( Array.isArray( material ) ) {
902
+
903
+ for ( let i = 0; i < material.length; i ++ ) {
904
+
905
+ const material2 = material[ i ];
906
+
907
+ prepare( material2, scene, object );
908
+
909
+ }
910
+
911
+ } else {
912
+
913
+ prepare( material, scene, object );
914
+
915
+ }
916
+
917
+ }
918
+
919
+ } );
920
+
921
+ renderStateStack.pop();
922
+ currentRenderState = null;
923
+
924
+ };
925
+
926
+ // Animation Loop
927
+
928
+ let onAnimationFrameCallback = null;
929
+
930
+ function onAnimationFrame( time ) {
931
+
932
+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
933
+
934
+ }
935
+
936
+ function onXRSessionStart() {
937
+
938
+ animation.stop();
939
+
940
+ }
941
+
942
+ function onXRSessionEnd() {
943
+
944
+ animation.start();
945
+
946
+ }
947
+
948
+ const animation = new WebGLAnimation();
949
+ animation.setAnimationLoop( onAnimationFrame );
950
+
951
+ if ( typeof self !== 'undefined' ) animation.setContext( self );
952
+
953
+ this.setAnimationLoop = function ( callback ) {
954
+
955
+ onAnimationFrameCallback = callback;
956
+ xr.setAnimationLoop( callback );
957
+
958
+ ( callback === null ) ? animation.stop() : animation.start();
959
+
960
+ };
961
+
962
+ xr.addEventListener( 'sessionstart', onXRSessionStart );
963
+ xr.addEventListener( 'sessionend', onXRSessionEnd );
964
+
965
+ // Rendering
966
+
967
+ this.render = function ( scene, camera ) {
968
+
969
+ if ( camera !== undefined && camera.isCamera !== true ) {
970
+
971
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
972
+ return;
973
+
974
+ }
975
+
976
+ if ( _isContextLost === true ) return;
977
+
978
+ // update scene graph
979
+
980
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
981
+
982
+ // update camera matrices and frustum
983
+
984
+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
985
+
986
+ if ( xr.enabled === true && xr.isPresenting === true ) {
987
+
988
+ if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
989
+
990
+ camera = xr.getCamera(); // use XR camera for rendering
991
+
992
+ }
993
+
994
+ //
995
+ if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
996
+
997
+ currentRenderState = renderStates.get( scene, renderStateStack.length );
998
+ currentRenderState.init();
999
+
1000
+ renderStateStack.push( currentRenderState );
1001
+
1002
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1003
+ _frustum.setFromProjectionMatrix( _projScreenMatrix );
1004
+
1005
+ _localClippingEnabled = this.localClippingEnabled;
1006
+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
1007
+
1008
+ currentRenderList = renderLists.get( scene, renderListStack.length );
1009
+ currentRenderList.init();
1010
+
1011
+ renderListStack.push( currentRenderList );
1012
+
1013
+ projectObject( scene, camera, 0, _this.sortObjects );
1014
+
1015
+ currentRenderList.finish();
1016
+
1017
+ if ( _this.sortObjects === true ) {
1018
+
1019
+ currentRenderList.sort( _opaqueSort, _transparentSort );
1020
+
1021
+ }
1022
+
1023
+ //
1024
+
1025
+ if ( _clippingEnabled === true ) clipping.beginShadows();
1026
+
1027
+ const shadowsArray = currentRenderState.state.shadowsArray;
1028
+
1029
+ shadowMap.render( shadowsArray, scene, camera );
1030
+
1031
+ if ( _clippingEnabled === true ) clipping.endShadows();
1032
+
1033
+ //
1034
+
1035
+ if ( this.info.autoReset === true ) this.info.reset();
1036
+
1037
+ //
1038
+
1039
+ background.render( currentRenderList, scene );
1040
+
1041
+ // render scene
1042
+
1043
+ currentRenderState.setupLights( _this.physicallyCorrectLights );
1044
+
1045
+ if ( camera.isArrayCamera ) {
1046
+
1047
+ const cameras = camera.cameras;
1048
+
1049
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1050
+
1051
+ const camera2 = cameras[ i ];
1052
+
1053
+ renderScene( currentRenderList, scene, camera2, camera2.viewport );
1054
+
1055
+ }
1056
+
1057
+ } else {
1058
+
1059
+ renderScene( currentRenderList, scene, camera );
1060
+
1061
+ }
1062
+
1063
+ //
1064
+
1065
+ if ( _currentRenderTarget !== null ) {
1066
+
1067
+ // resolve multisample renderbuffers to a single-sample texture if necessary
1068
+
1069
+ textures.updateMultisampleRenderTarget( _currentRenderTarget );
1070
+
1071
+ // Generate mipmap if we're using any kind of mipmap filtering
1072
+
1073
+ textures.updateRenderTargetMipmap( _currentRenderTarget );
1074
+
1075
+ }
1076
+
1077
+ //
1078
+
1079
+ if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
1080
+
1081
+ // _gl.finish();
1082
+
1083
+ bindingStates.resetDefaultState();
1084
+ _currentMaterialId = - 1;
1085
+ _currentCamera = null;
1086
+
1087
+ renderStateStack.pop();
1088
+
1089
+ if ( renderStateStack.length > 0 ) {
1090
+
1091
+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
1092
+
1093
+ } else {
1094
+
1095
+ currentRenderState = null;
1096
+
1097
+ }
1098
+
1099
+ renderListStack.pop();
1100
+
1101
+ if ( renderListStack.length > 0 ) {
1102
+
1103
+ currentRenderList = renderListStack[ renderListStack.length - 1 ];
1104
+
1105
+ } else {
1106
+
1107
+ currentRenderList = null;
1108
+
1109
+ }
1110
+
1111
+ };
1112
+
1113
+ function projectObject( object, camera, groupOrder, sortObjects ) {
1114
+
1115
+ if ( object.visible === false ) return;
1116
+
1117
+ const visible = object.layers.test( camera.layers );
1118
+
1119
+ if ( visible ) {
1120
+
1121
+ if ( object.isGroup ) {
1122
+
1123
+ groupOrder = object.renderOrder;
1124
+
1125
+ } else if ( object.isLOD ) {
1126
+
1127
+ if ( object.autoUpdate === true ) object.update( camera );
1128
+
1129
+ } else if ( object.isLight ) {
1130
+
1131
+ currentRenderState.pushLight( object );
1132
+
1133
+ if ( object.castShadow ) {
1134
+
1135
+ currentRenderState.pushShadow( object );
1136
+
1137
+ }
1138
+
1139
+ } else if ( object.isSprite ) {
1140
+
1141
+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1142
+
1143
+ if ( sortObjects ) {
1144
+
1145
+ _vector3.setFromMatrixPosition( object.matrixWorld )
1146
+ .applyMatrix4( _projScreenMatrix );
1147
+
1148
+ }
1149
+
1150
+ const geometry = objects.update( object );
1151
+ const material = object.material;
1152
+
1153
+ if ( material.visible ) {
1154
+
1155
+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1156
+
1157
+ }
1158
+
1159
+ }
1160
+
1161
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
1162
+
1163
+ if ( object.isSkinnedMesh ) {
1164
+
1165
+ // update skeleton only once in a frame
1166
+
1167
+ if ( object.skeleton.frame !== info.render.frame ) {
1168
+
1169
+ object.skeleton.update();
1170
+ object.skeleton.frame = info.render.frame;
1171
+
1172
+ }
1173
+
1174
+ }
1175
+
1176
+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1177
+
1178
+ if ( sortObjects ) {
1179
+
1180
+ _vector3.setFromMatrixPosition( object.matrixWorld )
1181
+ .applyMatrix4( _projScreenMatrix );
1182
+
1183
+ }
1184
+
1185
+ const geometry = objects.update( object );
1186
+ const material = object.material;
1187
+
1188
+ if ( Array.isArray( material ) ) {
1189
+
1190
+ const groups = geometry.groups;
1191
+
1192
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
1193
+
1194
+ const group = groups[ i ];
1195
+ const groupMaterial = material[ group.materialIndex ];
1196
+
1197
+ if ( groupMaterial && groupMaterial.visible ) {
1198
+
1199
+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1200
+
1201
+ }
1202
+
1203
+ }
1204
+
1205
+ } else if ( material.visible ) {
1206
+
1207
+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1208
+
1209
+ }
1210
+
1211
+ }
1212
+
1213
+ }
1214
+
1215
+ }
1216
+
1217
+ const children = object.children;
1218
+
1219
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
1220
+
1221
+ projectObject( children[ i ], camera, groupOrder, sortObjects );
1222
+
1223
+ }
1224
+
1225
+ }
1226
+
1227
+ function renderScene( currentRenderList, scene, camera, viewport ) {
1228
+
1229
+ const opaqueObjects = currentRenderList.opaque;
1230
+ const transmissiveObjects = currentRenderList.transmissive;
1231
+ const transparentObjects = currentRenderList.transparent;
1232
+
1233
+ currentRenderState.setupLightsView( camera );
1234
+
1235
+ if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );
1236
+
1237
+ if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
1238
+
1239
+ if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
1240
+ if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
1241
+ if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
1242
+
1243
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
1244
+
1245
+ state.buffers.depth.setTest( true );
1246
+ state.buffers.depth.setMask( true );
1247
+ state.buffers.color.setMask( true );
1248
+
1249
+ state.setPolygonOffset( false );
1250
+
1251
+ }
1252
+
1253
+ function renderTransmissionPass( opaqueObjects, scene, camera ) {
1254
+
1255
+ const isWebGL2 = capabilities.isWebGL2;
1256
+
1257
+ if ( _transmissionRenderTarget === null ) {
1258
+
1259
+ _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
1260
+ generateMipmaps: true,
1261
+ type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
1262
+ minFilter: LinearMipmapLinearFilter,
1263
+ samples: ( isWebGL2 && _antialias === true ) ? 4 : 0
1264
+ } );
1265
+
1266
+ }
1267
+
1268
+ _this.getDrawingBufferSize( _vector2 );
1269
+
1270
+ if ( isWebGL2 ) {
1271
+
1272
+ _transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
1273
+
1274
+ } else {
1275
+
1276
+ _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );
1277
+
1278
+ }
1279
+
1280
+ //
1281
+
1282
+ const currentRenderTarget = _this.getRenderTarget();
1283
+ _this.setRenderTarget( _transmissionRenderTarget );
1284
+ _this.clear();
1285
+
1286
+ // Turn off the features which can affect the frag color for opaque objects pass.
1287
+ // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
1288
+ const currentToneMapping = _this.toneMapping;
1289
+ _this.toneMapping = NoToneMapping;
1290
+
1291
+ renderObjects( opaqueObjects, scene, camera );
1292
+
1293
+ _this.toneMapping = currentToneMapping;
1294
+
1295
+ textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1296
+ textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1297
+
1298
+ _this.setRenderTarget( currentRenderTarget );
1299
+
1300
+ }
1301
+
1302
+ function renderObjects( renderList, scene, camera ) {
1303
+
1304
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1305
+
1306
+ for ( let i = 0, l = renderList.length; i < l; i ++ ) {
1307
+
1308
+ const renderItem = renderList[ i ];
1309
+
1310
+ const object = renderItem.object;
1311
+ const geometry = renderItem.geometry;
1312
+ const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
1313
+ const group = renderItem.group;
1314
+
1315
+ if ( object.layers.test( camera.layers ) ) {
1316
+
1317
+ renderObject( object, scene, camera, geometry, material, group );
1318
+
1319
+ }
1320
+
1321
+ }
1322
+
1323
+ }
1324
+
1325
+ function renderObject( object, scene, camera, geometry, material, group ) {
1326
+
1327
+ object.onBeforeRender( _this, scene, camera, geometry, material, group );
1328
+
1329
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
1330
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
1331
+
1332
+ material.onBeforeRender( _this, scene, camera, geometry, object, group );
1333
+
1334
+ if ( material.transparent === true && material.side === DoubleSide ) {
1335
+
1336
+ material.side = BackSide;
1337
+ material.needsUpdate = true;
1338
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1339
+
1340
+ material.side = FrontSide;
1341
+ material.needsUpdate = true;
1342
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1343
+
1344
+ material.side = DoubleSide;
1345
+
1346
+ } else {
1347
+
1348
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1349
+
1350
+ }
1351
+
1352
+ object.onAfterRender( _this, scene, camera, geometry, material, group );
1353
+
1354
+ }
1355
+
1356
+ function getProgram( material, scene, object ) {
1357
+
1358
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1359
+
1360
+ const materialProperties = properties.get( material );
1361
+
1362
+ const lights = currentRenderState.state.lights;
1363
+ const shadowsArray = currentRenderState.state.shadowsArray;
1364
+
1365
+ const lightsStateVersion = lights.state.version;
1366
+
1367
+ const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
1368
+ const programCacheKey = programCache.getProgramCacheKey( parameters );
1369
+
1370
+ let programs = materialProperties.programs;
1371
+
1372
+ // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
1373
+
1374
+ materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
1375
+ materialProperties.fog = scene.fog;
1376
+ materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
1377
+
1378
+ if ( programs === undefined ) {
1379
+
1380
+ // new material
1381
+
1382
+ material.addEventListener( 'dispose', onMaterialDispose );
1383
+
1384
+ programs = new Map();
1385
+ materialProperties.programs = programs;
1386
+
1387
+ }
1388
+
1389
+ let program = programs.get( programCacheKey );
1390
+
1391
+ if ( program !== undefined ) {
1392
+
1393
+ // early out if program and light state is identical
1394
+
1395
+ if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
1396
+
1397
+ updateCommonMaterialProperties( material, parameters );
1398
+
1399
+ return program;
1400
+
1401
+ }
1402
+
1403
+ } else {
1404
+
1405
+ parameters.uniforms = programCache.getUniforms( material );
1406
+
1407
+ material.onBuild( object, parameters, _this );
1408
+
1409
+ material.onBeforeCompile( parameters, _this );
1410
+
1411
+ program = programCache.acquireProgram( parameters, programCacheKey );
1412
+ programs.set( programCacheKey, program );
1413
+
1414
+ materialProperties.uniforms = parameters.uniforms;
1415
+
1416
+ }
1417
+
1418
+ const uniforms = materialProperties.uniforms;
1419
+
1420
+ if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
1421
+
1422
+ uniforms.clippingPlanes = clipping.uniform;
1423
+
1424
+ }
1425
+
1426
+ updateCommonMaterialProperties( material, parameters );
1427
+
1428
+ // store the light setup it was created for
1429
+
1430
+ materialProperties.needsLights = materialNeedsLights( material );
1431
+ materialProperties.lightsStateVersion = lightsStateVersion;
1432
+
1433
+ if ( materialProperties.needsLights ) {
1434
+
1435
+ // wire up the material to this renderer's lighting state
1436
+
1437
+ uniforms.ambientLightColor.value = lights.state.ambient;
1438
+ uniforms.lightProbe.value = lights.state.probe;
1439
+ uniforms.directionalLights.value = lights.state.directional;
1440
+ uniforms.directionalLightShadows.value = lights.state.directionalShadow;
1441
+ uniforms.spotLights.value = lights.state.spot;
1442
+ uniforms.spotLightShadows.value = lights.state.spotShadow;
1443
+ uniforms.rectAreaLights.value = lights.state.rectArea;
1444
+ uniforms.ltc_1.value = lights.state.rectAreaLTC1;
1445
+ uniforms.ltc_2.value = lights.state.rectAreaLTC2;
1446
+ uniforms.pointLights.value = lights.state.point;
1447
+ uniforms.pointLightShadows.value = lights.state.pointShadow;
1448
+ uniforms.hemisphereLights.value = lights.state.hemi;
1449
+
1450
+ uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
1451
+ uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
1452
+ uniforms.spotShadowMap.value = lights.state.spotShadowMap;
1453
+ uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
1454
+ uniforms.spotLightMap.value = lights.state.spotLightMap;
1455
+ uniforms.pointShadowMap.value = lights.state.pointShadowMap;
1456
+ uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1457
+ // TODO (abelnation): add area lights shadow info to uniforms
1458
+
1459
+ }
1460
+
1461
+ const progUniforms = program.getUniforms();
1462
+ const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
1463
+
1464
+ materialProperties.currentProgram = program;
1465
+ materialProperties.uniformsList = uniformsList;
1466
+
1467
+ return program;
1468
+
1469
+ }
1470
+
1471
+ function updateCommonMaterialProperties( material, parameters ) {
1472
+
1473
+ const materialProperties = properties.get( material );
1474
+
1475
+ materialProperties.outputEncoding = parameters.outputEncoding;
1476
+ materialProperties.instancing = parameters.instancing;
1477
+ materialProperties.skinning = parameters.skinning;
1478
+ materialProperties.morphTargets = parameters.morphTargets;
1479
+ materialProperties.morphNormals = parameters.morphNormals;
1480
+ materialProperties.morphColors = parameters.morphColors;
1481
+ materialProperties.morphTargetsCount = parameters.morphTargetsCount;
1482
+ materialProperties.numClippingPlanes = parameters.numClippingPlanes;
1483
+ materialProperties.numIntersection = parameters.numClipIntersection;
1484
+ materialProperties.vertexAlphas = parameters.vertexAlphas;
1485
+ materialProperties.vertexTangents = parameters.vertexTangents;
1486
+ materialProperties.toneMapping = parameters.toneMapping;
1487
+
1488
+ }
1489
+
1490
+ function setProgram( camera, scene, geometry, material, object ) {
1491
+
1492
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1493
+
1494
+ textures.resetTextureUnits();
1495
+
1496
+ const fog = scene.fog;
1497
+ const environment = material.isMeshStandardMaterial ? scene.environment : null;
1498
+ const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding );
1499
+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
1500
+ const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
1501
+ const vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;
1502
+ const morphTargets = !! geometry.morphAttributes.position;
1503
+ const morphNormals = !! geometry.morphAttributes.normal;
1504
+ const morphColors = !! geometry.morphAttributes.color;
1505
+ const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;
1506
+
1507
+ const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
1508
+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
1509
+
1510
+ const materialProperties = properties.get( material );
1511
+ const lights = currentRenderState.state.lights;
1512
+
1513
+ if ( _clippingEnabled === true ) {
1514
+
1515
+ if ( _localClippingEnabled === true || camera !== _currentCamera ) {
1516
+
1517
+ const useCache =
1518
+ camera === _currentCamera &&
1519
+ material.id === _currentMaterialId;
1520
+
1521
+ // we might want to call this function with some ClippingGroup
1522
+ // object instead of the material, once it becomes feasible
1523
+ // (#8465, #8379)
1524
+ clipping.setState( material, camera, useCache );
1525
+
1526
+ }
1527
+
1528
+ }
1529
+
1530
+ //
1531
+
1532
+ let needsProgramChange = false;
1533
+
1534
+ if ( material.version === materialProperties.__version ) {
1535
+
1536
+ if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
1537
+
1538
+ needsProgramChange = true;
1539
+
1540
+ } else if ( materialProperties.outputEncoding !== encoding ) {
1541
+
1542
+ needsProgramChange = true;
1543
+
1544
+ } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
1545
+
1546
+ needsProgramChange = true;
1547
+
1548
+ } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
1549
+
1550
+ needsProgramChange = true;
1551
+
1552
+ } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
1553
+
1554
+ needsProgramChange = true;
1555
+
1556
+ } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
1557
+
1558
+ needsProgramChange = true;
1559
+
1560
+ } else if ( materialProperties.envMap !== envMap ) {
1561
+
1562
+ needsProgramChange = true;
1563
+
1564
+ } else if ( material.fog === true && materialProperties.fog !== fog ) {
1565
+
1566
+ needsProgramChange = true;
1567
+
1568
+ } else if ( materialProperties.numClippingPlanes !== undefined &&
1569
+ ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
1570
+ materialProperties.numIntersection !== clipping.numIntersection ) ) {
1571
+
1572
+ needsProgramChange = true;
1573
+
1574
+ } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
1575
+
1576
+ needsProgramChange = true;
1577
+
1578
+ } else if ( materialProperties.vertexTangents !== vertexTangents ) {
1579
+
1580
+ needsProgramChange = true;
1581
+
1582
+ } else if ( materialProperties.morphTargets !== morphTargets ) {
1583
+
1584
+ needsProgramChange = true;
1585
+
1586
+ } else if ( materialProperties.morphNormals !== morphNormals ) {
1587
+
1588
+ needsProgramChange = true;
1589
+
1590
+ } else if ( materialProperties.morphColors !== morphColors ) {
1591
+
1592
+ needsProgramChange = true;
1593
+
1594
+ } else if ( materialProperties.toneMapping !== toneMapping ) {
1595
+
1596
+ needsProgramChange = true;
1597
+
1598
+ } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
1599
+
1600
+ needsProgramChange = true;
1601
+
1602
+ }
1603
+
1604
+ } else {
1605
+
1606
+ needsProgramChange = true;
1607
+ materialProperties.__version = material.version;
1608
+
1609
+ }
1610
+
1611
+ //
1612
+
1613
+ let program = materialProperties.currentProgram;
1614
+
1615
+ if ( needsProgramChange === true ) {
1616
+
1617
+ program = getProgram( material, scene, object );
1618
+
1619
+ }
1620
+
1621
+ let refreshProgram = false;
1622
+ let refreshMaterial = false;
1623
+ let refreshLights = false;
1624
+
1625
+ const p_uniforms = program.getUniforms(),
1626
+ m_uniforms = materialProperties.uniforms;
1627
+
1628
+ if ( state.useProgram( program.program ) ) {
1629
+
1630
+ refreshProgram = true;
1631
+ refreshMaterial = true;
1632
+ refreshLights = true;
1633
+
1634
+ }
1635
+
1636
+ if ( material.id !== _currentMaterialId ) {
1637
+
1638
+ _currentMaterialId = material.id;
1639
+
1640
+ refreshMaterial = true;
1641
+
1642
+ }
1643
+
1644
+ if ( refreshProgram || _currentCamera !== camera ) {
1645
+
1646
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
1647
+
1648
+ if ( capabilities.logarithmicDepthBuffer ) {
1649
+
1650
+ p_uniforms.setValue( _gl, 'logDepthBufFC',
1651
+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1652
+
1653
+ }
1654
+
1655
+ if ( _currentCamera !== camera ) {
1656
+
1657
+ _currentCamera = camera;
1658
+
1659
+ // lighting uniforms depend on the camera so enforce an update
1660
+ // now, in case this material supports lights - or later, when
1661
+ // the next material that does gets activated:
1662
+
1663
+ refreshMaterial = true; // set to true on material change
1664
+ refreshLights = true; // remains set until update done
1665
+
1666
+ }
1667
+
1668
+ // load material specific uniforms
1669
+ // (shader material also gets them for the sake of genericity)
1670
+
1671
+ if ( material.isShaderMaterial ||
1672
+ material.isMeshPhongMaterial ||
1673
+ material.isMeshToonMaterial ||
1674
+ material.isMeshStandardMaterial ||
1675
+ material.envMap ) {
1676
+
1677
+ const uCamPos = p_uniforms.map.cameraPosition;
1678
+
1679
+ if ( uCamPos !== undefined ) {
1680
+
1681
+ uCamPos.setValue( _gl,
1682
+ _vector3.setFromMatrixPosition( camera.matrixWorld ) );
1683
+
1684
+ }
1685
+
1686
+ }
1687
+
1688
+ if ( material.isMeshPhongMaterial ||
1689
+ material.isMeshToonMaterial ||
1690
+ material.isMeshLambertMaterial ||
1691
+ material.isMeshBasicMaterial ||
1692
+ material.isMeshStandardMaterial ||
1693
+ material.isShaderMaterial ) {
1694
+
1695
+ p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
1696
+
1697
+ }
1698
+
1699
+ if ( material.isMeshPhongMaterial ||
1700
+ material.isMeshToonMaterial ||
1701
+ material.isMeshLambertMaterial ||
1702
+ material.isMeshBasicMaterial ||
1703
+ material.isMeshStandardMaterial ||
1704
+ material.isShaderMaterial ||
1705
+ material.isShadowMaterial ||
1706
+ object.isSkinnedMesh ) {
1707
+
1708
+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1709
+
1710
+ }
1711
+
1712
+ }
1713
+
1714
+ // skinning and morph target uniforms must be set even if material didn't change
1715
+ // auto-setting of texture unit for bone and morph texture must go before other textures
1716
+ // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
1717
+
1718
+ if ( object.isSkinnedMesh ) {
1719
+
1720
+ p_uniforms.setOptional( _gl, object, 'bindMatrix' );
1721
+ p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1722
+
1723
+ const skeleton = object.skeleton;
1724
+
1725
+ if ( skeleton ) {
1726
+
1727
+ if ( capabilities.floatVertexTextures ) {
1728
+
1729
+ if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
1730
+
1731
+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
1732
+ p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
1733
+
1734
+ } else {
1735
+
1736
+ console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );
1737
+
1738
+ }
1739
+
1740
+ }
1741
+
1742
+ }
1743
+
1744
+ const morphAttributes = geometry.morphAttributes;
1745
+
1746
+ if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {
1747
+
1748
+ morphtargets.update( object, geometry, material, program );
1749
+
1750
+ }
1751
+
1752
+ if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
1753
+
1754
+ materialProperties.receiveShadow = object.receiveShadow;
1755
+ p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
1756
+
1757
+ }
1758
+
1759
+ // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
1760
+
1761
+ if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
1762
+
1763
+ m_uniforms.envMap.value = envMap;
1764
+
1765
+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
1766
+
1767
+ }
1768
+
1769
+ if ( refreshMaterial ) {
1770
+
1771
+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
1772
+
1773
+ if ( materialProperties.needsLights ) {
1774
+
1775
+ // the current material requires lighting info
1776
+
1777
+ // note: all lighting uniforms are always set correctly
1778
+ // they simply reference the renderer's state for their
1779
+ // values
1780
+ //
1781
+ // use the current material's .needsUpdate flags to set
1782
+ // the GL state when required
1783
+
1784
+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
1785
+
1786
+ }
1787
+
1788
+ // refresh uniforms common to several materials
1789
+
1790
+ if ( fog && material.fog === true ) {
1791
+
1792
+ materials.refreshFogUniforms( m_uniforms, fog );
1793
+
1794
+ }
1795
+
1796
+ materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
1797
+
1798
+ WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1799
+
1800
+ }
1801
+
1802
+ if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
1803
+
1804
+ WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1805
+ material.uniformsNeedUpdate = false;
1806
+
1807
+ }
1808
+
1809
+ if ( material.isSpriteMaterial ) {
1810
+
1811
+ p_uniforms.setValue( _gl, 'center', object.center );
1812
+
1813
+ }
1814
+
1815
+ // common matrices
1816
+
1817
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
1818
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
1819
+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
1820
+
1821
+ // UBOs
1822
+
1823
+ if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
1824
+
1825
+ const groups = material.uniformsGroups;
1826
+
1827
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
1828
+
1829
+ if ( capabilities.isWebGL2 ) {
1830
+
1831
+ const group = groups[ i ];
1832
+
1833
+ uniformsGroups.update( group, program );
1834
+ uniformsGroups.bind( group, program );
1835
+
1836
+ } else {
1837
+
1838
+ console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );
1839
+
1840
+ }
1841
+
1842
+ }
1843
+
1844
+ }
1845
+
1846
+ return program;
1847
+
1848
+ }
1849
+
1850
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
1851
+
1852
+ function markUniformsLightsNeedsUpdate( uniforms, value ) {
1853
+
1854
+ uniforms.ambientLightColor.needsUpdate = value;
1855
+ uniforms.lightProbe.needsUpdate = value;
1856
+
1857
+ uniforms.directionalLights.needsUpdate = value;
1858
+ uniforms.directionalLightShadows.needsUpdate = value;
1859
+ uniforms.pointLights.needsUpdate = value;
1860
+ uniforms.pointLightShadows.needsUpdate = value;
1861
+ uniforms.spotLights.needsUpdate = value;
1862
+ uniforms.spotLightShadows.needsUpdate = value;
1863
+ uniforms.rectAreaLights.needsUpdate = value;
1864
+ uniforms.hemisphereLights.needsUpdate = value;
1865
+
1866
+ }
1867
+
1868
+ function materialNeedsLights( material ) {
1869
+
1870
+ return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
1871
+ material.isMeshStandardMaterial || material.isShadowMaterial ||
1872
+ ( material.isShaderMaterial && material.lights === true );
1873
+
1874
+ }
1875
+
1876
+ this.getActiveCubeFace = function () {
1877
+
1878
+ return _currentActiveCubeFace;
1879
+
1880
+ };
1881
+
1882
+ this.getActiveMipmapLevel = function () {
1883
+
1884
+ return _currentActiveMipmapLevel;
1885
+
1886
+ };
1887
+
1888
+ this.getRenderTarget = function () {
1889
+
1890
+ return _currentRenderTarget;
1891
+
1892
+ };
1893
+
1894
+ this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
1895
+
1896
+ properties.get( renderTarget.texture ).__webglTexture = colorTexture;
1897
+ properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
1898
+
1899
+ const renderTargetProperties = properties.get( renderTarget );
1900
+ renderTargetProperties.__hasExternalTextures = true;
1901
+
1902
+ if ( renderTargetProperties.__hasExternalTextures ) {
1903
+
1904
+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
1905
+
1906
+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
1907
+
1908
+ // The multisample_render_to_texture extension doesn't work properly if there
1909
+ // are midframe flushes and an external depth buffer. Disable use of the extension.
1910
+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
1911
+
1912
+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
1913
+ renderTargetProperties.__useRenderToTexture = false;
1914
+
1915
+ }
1916
+
1917
+ }
1918
+
1919
+ }
1920
+
1921
+ };
1922
+
1923
+ this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
1924
+
1925
+ const renderTargetProperties = properties.get( renderTarget );
1926
+ renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
1927
+ renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
1928
+
1929
+ };
1930
+
1931
+ this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
1932
+
1933
+ _currentRenderTarget = renderTarget;
1934
+ _currentActiveCubeFace = activeCubeFace;
1935
+ _currentActiveMipmapLevel = activeMipmapLevel;
1936
+
1937
+ let useDefaultFramebuffer = true;
1938
+
1939
+ if ( renderTarget ) {
1940
+
1941
+ const renderTargetProperties = properties.get( renderTarget );
1942
+
1943
+ if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
1944
+
1945
+ // We need to make sure to rebind the framebuffer.
1946
+ state.bindFramebuffer( _gl.FRAMEBUFFER, null );
1947
+ useDefaultFramebuffer = false;
1948
+
1949
+ } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
1950
+
1951
+ textures.setupRenderTarget( renderTarget );
1952
+
1953
+ } else if ( renderTargetProperties.__hasExternalTextures ) {
1954
+
1955
+ // Color and depth texture must be rebound in order for the swapchain to update.
1956
+ textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
1957
+
1958
+ }
1959
+
1960
+ }
1961
+
1962
+ let framebuffer = null;
1963
+ let isCube = false;
1964
+ let isRenderTarget3D = false;
1965
+
1966
+ if ( renderTarget ) {
1967
+
1968
+ const texture = renderTarget.texture;
1969
+
1970
+ if ( texture.isData3DTexture || texture.isDataArrayTexture ) {
1971
+
1972
+ isRenderTarget3D = true;
1973
+
1974
+ }
1975
+
1976
+ const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
1977
+
1978
+ if ( renderTarget.isWebGLCubeRenderTarget ) {
1979
+
1980
+ framebuffer = __webglFramebuffer[ activeCubeFace ];
1981
+ isCube = true;
1982
+
1983
+ } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
1984
+
1985
+ framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
1986
+
1987
+ } else {
1988
+
1989
+ framebuffer = __webglFramebuffer;
1990
+
1991
+ }
1992
+
1993
+ _currentViewport.copy( renderTarget.viewport );
1994
+ _currentScissor.copy( renderTarget.scissor );
1995
+ _currentScissorTest = renderTarget.scissorTest;
1996
+
1997
+ } else {
1998
+
1999
+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
2000
+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2001
+ _currentScissorTest = _scissorTest;
2002
+
2003
+ }
2004
+
2005
+ const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2006
+
2007
+ if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
2008
+
2009
+ state.drawBuffers( renderTarget, framebuffer );
2010
+
2011
+ }
2012
+
2013
+ state.viewport( _currentViewport );
2014
+ state.scissor( _currentScissor );
2015
+ state.setScissorTest( _currentScissorTest );
2016
+
2017
+ if ( isCube ) {
2018
+
2019
+ const textureProperties = properties.get( renderTarget.texture );
2020
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
2021
+
2022
+ } else if ( isRenderTarget3D ) {
2023
+
2024
+ const textureProperties = properties.get( renderTarget.texture );
2025
+ const layer = activeCubeFace || 0;
2026
+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
2027
+
2028
+ }
2029
+
2030
+ _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
2031
+
2032
+ };
2033
+
2034
+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2035
+
2036
+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2037
+
2038
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
2039
+ return;
2040
+
2041
+ }
2042
+
2043
+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2044
+
2045
+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
2046
+
2047
+ framebuffer = framebuffer[ activeCubeFaceIndex ];
2048
+
2049
+ }
2050
+
2051
+ if ( framebuffer ) {
2052
+
2053
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2054
+
2055
+ try {
2056
+
2057
+ const texture = renderTarget.texture;
2058
+ const textureFormat = texture.format;
2059
+ const textureType = texture.type;
2060
+
2061
+ if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2062
+
2063
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
2064
+ return;
2065
+
2066
+ }
2067
+
2068
+ const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
2069
+
2070
+ if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
2071
+ ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
2072
+ ! halfFloatSupportedByExt ) {
2073
+
2074
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
2075
+ return;
2076
+
2077
+ }
2078
+
2079
+ // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
2080
+
2081
+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2082
+
2083
+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2084
+
2085
+ }
2086
+
2087
+ } finally {
2088
+
2089
+ // restore framebuffer of current render target if necessary
2090
+
2091
+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
2092
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2093
+
2094
+ }
2095
+
2096
+ }
2097
+
2098
+ };
2099
+
2100
+ this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
2101
+
2102
+ const levelScale = Math.pow( 2, - level );
2103
+ const width = Math.floor( texture.image.width * levelScale );
2104
+ const height = Math.floor( texture.image.height * levelScale );
2105
+
2106
+ textures.setTexture2D( texture, 0 );
2107
+
2108
+ _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );
2109
+
2110
+ state.unbindTexture();
2111
+
2112
+ };
2113
+
2114
+ this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
2115
+
2116
+ const width = srcTexture.image.width;
2117
+ const height = srcTexture.image.height;
2118
+ const glFormat = utils.convert( dstTexture.format );
2119
+ const glType = utils.convert( dstTexture.type );
2120
+
2121
+ textures.setTexture2D( dstTexture, 0 );
2122
+
2123
+ // As another texture upload may have changed pixelStorei
2124
+ // parameters, make sure they are correct for the dstTexture
2125
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2126
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2127
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2128
+
2129
+ if ( srcTexture.isDataTexture ) {
2130
+
2131
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
2132
+
2133
+ } else {
2134
+
2135
+ if ( srcTexture.isCompressedTexture ) {
2136
+
2137
+ _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
2138
+
2139
+ } else {
2140
+
2141
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
2142
+
2143
+ }
2144
+
2145
+ }
2146
+
2147
+ // Generate mipmaps only when copying level 0
2148
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
2149
+
2150
+ state.unbindTexture();
2151
+
2152
+ };
2153
+
2154
+ this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
2155
+
2156
+ if ( _this.isWebGL1Renderer ) {
2157
+
2158
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
2159
+ return;
2160
+
2161
+ }
2162
+
2163
+ const width = sourceBox.max.x - sourceBox.min.x + 1;
2164
+ const height = sourceBox.max.y - sourceBox.min.y + 1;
2165
+ const depth = sourceBox.max.z - sourceBox.min.z + 1;
2166
+ const glFormat = utils.convert( dstTexture.format );
2167
+ const glType = utils.convert( dstTexture.type );
2168
+ let glTarget;
2169
+
2170
+ if ( dstTexture.isData3DTexture ) {
2171
+
2172
+ textures.setTexture3D( dstTexture, 0 );
2173
+ glTarget = _gl.TEXTURE_3D;
2174
+
2175
+ } else if ( dstTexture.isDataArrayTexture ) {
2176
+
2177
+ textures.setTexture2DArray( dstTexture, 0 );
2178
+ glTarget = _gl.TEXTURE_2D_ARRAY;
2179
+
2180
+ } else {
2181
+
2182
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
2183
+ return;
2184
+
2185
+ }
2186
+
2187
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2188
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2189
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2190
+
2191
+ const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
2192
+ const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
2193
+ const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
2194
+ const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
2195
+ const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
2196
+
2197
+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;
2198
+
2199
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
2200
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
2201
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
2202
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
2203
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
2204
+
2205
+ if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
2206
+
2207
+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
2208
+
2209
+ } else {
2210
+
2211
+ if ( srcTexture.isCompressedTexture ) {
2212
+
2213
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
2214
+ _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
2215
+
2216
+ } else {
2217
+
2218
+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
2219
+
2220
+ }
2221
+
2222
+ }
2223
+
2224
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
2225
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
2226
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
2227
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
2228
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
2229
+
2230
+ // Generate mipmaps only when copying level 0
2231
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
2232
+
2233
+ state.unbindTexture();
2234
+
2235
+ };
2236
+
2237
+ this.initTexture = function ( texture ) {
2238
+
2239
+ if ( texture.isCubeTexture ) {
2240
+
2241
+ textures.setTextureCube( texture, 0 );
2242
+
2243
+ } else if ( texture.isData3DTexture ) {
2244
+
2245
+ textures.setTexture3D( texture, 0 );
2246
+
2247
+ } else if ( texture.isDataArrayTexture ) {
2248
+
2249
+ textures.setTexture2DArray( texture, 0 );
2250
+
2251
+ } else {
2252
+
2253
+ textures.setTexture2D( texture, 0 );
2254
+
2255
+ }
2256
+
2257
+ state.unbindTexture();
2258
+
2259
+ };
2260
+
2261
+ this.resetState = function () {
2262
+
2263
+ _currentActiveCubeFace = 0;
2264
+ _currentActiveMipmapLevel = 0;
2265
+ _currentRenderTarget = null;
2266
+
2267
+ state.reset();
2268
+ bindingStates.reset();
2269
+
2270
+ };
2271
+
2272
+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
2273
+
2274
+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
2275
+
2276
+ }
2277
+
2278
+ }
2279
+
2280
+ export { WebGLRenderer };