@needle-tools/three 0.160.3 → 0.162.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (961) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53267 -53092
  4. package/build/three.module.js +53269 -53094
  5. package/build/three.module.min.js +1 -1
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +295 -294
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -108
  18. package/examples/jsm/capabilities/WebGPU.js +57 -57
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +282 -221
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -326
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1548 -1521
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1573
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -295
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +542 -487
  36. package/examples/jsm/curves/NURBSVolume.js +62 -0
  37. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  38. package/examples/jsm/effects/AsciiEffect.js +263 -263
  39. package/examples/jsm/effects/OutlineEffect.js +539 -539
  40. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  41. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  42. package/examples/jsm/effects/StereoEffect.js +55 -55
  43. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  44. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  45. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  46. package/examples/jsm/exporters/EXRExporter.js +579 -579
  47. package/examples/jsm/exporters/GLTFExporter.js +3321 -3311
  48. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  49. package/examples/jsm/exporters/MMDExporter.js +217 -217
  50. package/examples/jsm/exporters/OBJExporter.js +284 -284
  51. package/examples/jsm/exporters/PLYExporter.js +528 -528
  52. package/examples/jsm/exporters/STLExporter.js +199 -199
  53. package/examples/jsm/exporters/USDZExporter.js +720 -720
  54. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  55. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  56. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  57. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -174
  58. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  59. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  61. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -144
  62. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  63. package/examples/jsm/geometries/TextGeometry.js +57 -57
  64. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  65. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  66. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  67. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  68. package/examples/jsm/helpers/TextureHelper.js +237 -237
  69. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  70. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  71. package/examples/jsm/helpers/ViewHelper.js +333 -333
  72. package/examples/jsm/interactive/HTMLMesh.js +572 -572
  73. package/examples/jsm/interactive/InteractiveGroup.js +106 -116
  74. package/examples/jsm/interactive/SelectionBox.js +227 -227
  75. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  76. package/examples/jsm/libs/ammo.wasm.js +822 -822
  77. package/examples/jsm/libs/basis/README.md +46 -46
  78. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  79. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  80. package/examples/jsm/libs/draco/README.md +32 -32
  81. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  82. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  83. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  84. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  86. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  87. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  88. package/examples/jsm/libs/fflate.module.js +2474 -2474
  89. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  90. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  91. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14849
  92. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  93. package/examples/jsm/libs/mikktspace.module.js +128 -128
  94. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  95. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  96. package/examples/jsm/libs/opentype.module.js +14506 -14506
  97. package/examples/jsm/libs/potpack.module.js +124 -124
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -8743
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -8748
  100. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  101. package/examples/jsm/libs/stats.module.js +167 -167
  102. package/examples/jsm/libs/surfaceNet.js +200 -200
  103. package/examples/jsm/libs/tween.module.js +876 -858
  104. package/examples/jsm/libs/utif.module.js +1664 -1664
  105. package/examples/jsm/libs/zstddec.module.js +1 -1
  106. package/examples/jsm/lights/IESSpotLight.js +25 -25
  107. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  108. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  109. package/examples/jsm/lines/Line2.js +19 -19
  110. package/examples/jsm/lines/LineGeometry.js +79 -79
  111. package/examples/jsm/lines/LineMaterial.js +619 -619
  112. package/examples/jsm/lines/LineSegments2.js +361 -361
  113. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  114. package/examples/jsm/lines/Wireframe.js +56 -56
  115. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  116. package/examples/jsm/loaders/3DMLoader.js +1764 -1772
  117. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  118. package/examples/jsm/loaders/AMFLoader.js +521 -521
  119. package/examples/jsm/loaders/BVHLoader.js +437 -437
  120. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  121. package/examples/jsm/loaders/DDSLoader.js +318 -318
  122. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  123. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  124. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  125. package/examples/jsm/loaders/FontLoader.js +183 -183
  126. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  127. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  128. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -720
  129. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  130. package/examples/jsm/loaders/IESLoader.js +337 -337
  131. package/examples/jsm/loaders/KMZLoader.js +130 -130
  132. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  133. package/examples/jsm/loaders/KTXLoader.js +176 -176
  134. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  135. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  136. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  137. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  138. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  139. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  140. package/examples/jsm/loaders/LottieLoader.js +77 -77
  141. package/examples/jsm/loaders/MD2Loader.js +399 -399
  142. package/examples/jsm/loaders/MDDLoader.js +102 -102
  143. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  144. package/examples/jsm/loaders/MTLLoader.js +567 -567
  145. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  146. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  147. package/examples/jsm/loaders/OBJLoader.js +905 -905
  148. package/examples/jsm/loaders/PCDLoader.js +467 -467
  149. package/examples/jsm/loaders/PDBLoader.js +232 -232
  150. package/examples/jsm/loaders/PLYLoader.js +771 -771
  151. package/examples/jsm/loaders/PVRLoader.js +251 -251
  152. package/examples/jsm/loaders/RGBELoader.js +450 -450
  153. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  154. package/examples/jsm/loaders/STLLoader.js +410 -410
  155. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  156. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  157. package/examples/jsm/loaders/TGALoader.js +517 -517
  158. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  159. package/examples/jsm/loaders/TTFLoader.js +214 -214
  160. package/examples/jsm/loaders/TiltLoader.js +520 -520
  161. package/examples/jsm/loaders/USDZLoader.js +822 -822
  162. package/examples/jsm/loaders/VOXLoader.js +318 -311
  163. package/examples/jsm/loaders/VRMLLoader.js +3537 -3533
  164. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  165. package/examples/jsm/loaders/XYZLoader.js +106 -106
  166. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  167. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  168. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  169. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  170. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  171. package/examples/jsm/math/Capsule.js +82 -82
  172. package/examples/jsm/math/ColorConverter.js +36 -36
  173. package/examples/jsm/math/ConvexHull.js +1271 -1271
  174. package/examples/jsm/math/ImprovedNoise.js +71 -71
  175. package/examples/jsm/math/Lut.js +204 -204
  176. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  177. package/examples/jsm/math/OBB.js +423 -423
  178. package/examples/jsm/math/Octree.js +540 -540
  179. package/examples/jsm/math/SimplexNoise.js +444 -444
  180. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  181. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  182. package/examples/jsm/misc/Gyroscope.js +66 -66
  183. package/examples/jsm/misc/MD2Character.js +276 -276
  184. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  185. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  186. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  187. package/examples/jsm/misc/ProgressiveLightMap.js +324 -323
  188. package/examples/jsm/misc/RollerCoaster.js +566 -566
  189. package/examples/jsm/misc/Timer.js +128 -119
  190. package/examples/jsm/misc/TubePainter.js +202 -202
  191. package/examples/jsm/misc/Volume.js +473 -473
  192. package/examples/jsm/misc/VolumeSlice.js +229 -229
  193. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  194. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  195. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  196. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  197. package/examples/jsm/nodes/Nodes.js +195 -189
  198. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -0
  199. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  200. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  201. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  202. package/examples/jsm/nodes/accessors/CameraNode.js +119 -120
  203. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -0
  204. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  205. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  206. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  207. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  208. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -51
  209. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  210. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  211. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  212. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  213. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  214. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  215. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  216. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -102
  217. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  218. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  219. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -103
  220. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -54
  221. package/examples/jsm/nodes/accessors/TangentNode.js +109 -103
  222. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  223. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  224. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  225. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  226. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  227. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -0
  228. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  229. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  230. package/examples/jsm/nodes/code/CodeNode.js +84 -78
  231. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  232. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  233. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  234. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  235. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  236. package/examples/jsm/nodes/core/AssignNode.js +128 -72
  237. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  238. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  239. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  240. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  241. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  242. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  243. package/examples/jsm/nodes/core/InputNode.js +83 -83
  244. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  245. package/examples/jsm/nodes/core/Node.js +493 -483
  246. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  247. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1267
  248. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  249. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  250. package/examples/jsm/nodes/core/NodeFrame.js +143 -135
  251. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  252. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  253. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  254. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  255. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  256. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  257. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  258. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  259. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  260. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  261. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  262. package/examples/jsm/nodes/core/StackNode.js +89 -89
  263. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  264. package/examples/jsm/nodes/core/TempNode.js +58 -58
  265. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  266. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  267. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  268. package/examples/jsm/nodes/core/VarNode.js +60 -60
  269. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  270. package/examples/jsm/nodes/core/constants.js +28 -27
  271. package/examples/jsm/nodes/display/AfterImageNode.js +148 -134
  272. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -0
  273. package/examples/jsm/nodes/display/BlendModeNode.js +128 -99
  274. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  275. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -96
  276. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  277. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  278. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -177
  279. package/examples/jsm/nodes/display/NormalMapNode.js +106 -108
  280. package/examples/jsm/nodes/display/PassNode.js +183 -182
  281. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  282. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  283. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  284. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  286. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  287. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  288. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  289. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  290. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  292. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  293. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  294. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  295. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  296. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  297. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  298. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  299. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  300. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  301. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  302. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  303. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  304. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  305. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  306. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  307. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  308. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -238
  309. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  310. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  311. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  312. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  313. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  314. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  315. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  316. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  317. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  318. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  319. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  320. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  321. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  322. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
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  959. package/src/renderers/WebGLMultipleRenderTargets.js +0 -82
  960. package/src/renderers/shaders/ShaderChunk/occlusion_fragment.glsl.js +0 -20
  961. package/src/renderers/shaders/ShaderChunk/occlusion_pars_fragment.glsl.js +0 -97
@@ -1,2631 +1,2615 @@
1
- import {
2
- REVISION,
3
- BackSide,
4
- FrontSide,
5
- DoubleSide,
6
- RGBAFormat,
7
- HalfFloatType,
8
- FloatType,
9
- UnsignedByteType,
10
- NoToneMapping,
11
- LinearMipmapLinearFilter,
12
- SRGBColorSpace,
13
- LinearSRGBColorSpace,
14
- sRGBEncoding,
15
- LinearEncoding,
16
- RGBAIntegerFormat,
17
- RGIntegerFormat,
18
- RedIntegerFormat,
19
- UnsignedIntType,
20
- UnsignedShortType,
21
- UnsignedInt248Type,
22
- UnsignedShort4444Type,
23
- UnsignedShort5551Type,
24
- WebGLCoordinateSystem,
25
- DisplayP3ColorSpace,
26
- LinearDisplayP3ColorSpace
27
- } from '../constants.js';
28
- import { Color } from '../math/Color.js';
29
- import { Frustum } from '../math/Frustum.js';
30
- import { Matrix4 } from '../math/Matrix4.js';
31
- import { Vector2 } from '../math/Vector2.js';
32
- import { Vector3 } from '../math/Vector3.js';
33
- import { Vector4 } from '../math/Vector4.js';
34
- import { floorPowerOfTwo } from '../math/MathUtils.js';
35
- import { WebGLAnimation } from './webgl/WebGLAnimation.js';
36
- import { WebGLAttributes } from './webgl/WebGLAttributes.js';
37
- import { WebGLBackground } from './webgl/WebGLBackground.js';
38
- import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
39
- import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
40
- import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
41
- import { WebGLClipping } from './webgl/WebGLClipping.js';
42
- import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
43
- import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
44
- import { WebGLExtensions } from './webgl/WebGLExtensions.js';
45
- import { WebGLGeometries } from './webgl/WebGLGeometries.js';
46
- import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
47
- import { WebGLInfo } from './webgl/WebGLInfo.js';
48
- import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
49
- import { WebGLObjects } from './webgl/WebGLObjects.js';
50
- import { WebGLPrograms } from './webgl/WebGLPrograms.js';
51
- import { WebGLProperties } from './webgl/WebGLProperties.js';
52
- import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
53
- import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
54
- import { WebGLRenderTarget } from './WebGLRenderTarget.js';
55
- import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
56
- import { WebGLState } from './webgl/WebGLState.js';
57
- import { WebGLTextures } from './webgl/WebGLTextures.js';
58
- import { WebGLUniforms } from './webgl/WebGLUniforms.js';
59
- import { WebGLUtils } from './webgl/WebGLUtils.js';
60
- import { WebXRManager } from './webxr/WebXRManager.js';
61
- import { WebGLMaterials } from './webgl/WebGLMaterials.js';
62
- import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
63
- import { createCanvasElement } from '../utils.js';
64
- import { ColorManagement } from '../math/ColorManagement.js';
65
-
66
- class WebGLRenderer {
67
-
68
- constructor( parameters = {} ) {
69
-
70
- const {
71
- canvas = createCanvasElement(),
72
- context = null,
73
- depth = true,
74
- stencil = true,
75
- alpha = false,
76
- antialias = false,
77
- premultipliedAlpha = true,
78
- preserveDrawingBuffer = false,
79
- powerPreference = 'default',
80
- failIfMajorPerformanceCaveat = false,
81
- } = parameters;
82
-
83
- this.isWebGLRenderer = true;
84
-
85
- let _alpha;
86
-
87
- if ( context !== null ) {
88
-
89
- _alpha = context.getContextAttributes().alpha;
90
-
91
- } else {
92
-
93
- _alpha = alpha;
94
-
95
- }
96
-
97
- const uintClearColor = new Uint32Array( 4 );
98
- const intClearColor = new Int32Array( 4 );
99
-
100
- let currentRenderList = null;
101
- let currentRenderState = null;
102
-
103
- // render() can be called from within a callback triggered by another render.
104
- // We track this so that the nested render call gets its list and state isolated from the parent render call.
105
-
106
- const renderListStack = [];
107
- const renderStateStack = [];
108
-
109
- // public properties
110
-
111
- this.domElement = canvas;
112
-
113
- // Debug configuration container
114
- this.debug = {
115
-
116
- /**
117
- * Enables error checking and reporting when shader programs are being compiled
118
- * @type {boolean}
119
- */
120
- checkShaderErrors: true,
121
- /**
122
- * Callback for custom error reporting.
123
- * @type {?Function}
124
- */
125
- onShaderError: null
126
- };
127
-
128
- // clearing
129
-
130
- this.autoClear = true;
131
- this.autoClearColor = true;
132
- this.autoClearDepth = true;
133
- this.autoClearStencil = true;
134
-
135
- // scene graph
136
-
137
- this.sortObjects = true;
138
-
139
- // user-defined clipping
140
-
141
- this.clippingPlanes = [];
142
- this.localClippingEnabled = false;
143
-
144
- // physically based shading
145
-
146
- this._outputColorSpace = SRGBColorSpace;
147
-
148
- // physical lights
149
-
150
- this._useLegacyLights = false;
151
-
152
- // tone mapping
153
-
154
- this.toneMapping = NoToneMapping;
155
- this.toneMappingExposure = 1.0;
156
-
157
- // internal properties
158
-
159
- const _this = this;
160
-
161
- let _isContextLost = false;
162
-
163
- // internal state cache
164
-
165
- let _currentActiveCubeFace = 0;
166
- let _currentActiveMipmapLevel = 0;
167
- let _currentRenderTarget = null;
168
- let _currentMaterialId = - 1;
169
-
170
- let _currentCamera = null;
171
-
172
- const _currentViewport = new Vector4();
173
- const _currentScissor = new Vector4();
174
- let _currentScissorTest = null;
175
-
176
- const _currentClearColor = new Color( 0x000000 );
177
- let _currentClearAlpha = 0;
178
-
179
- //
180
-
181
- let _width = canvas.width;
182
- let _height = canvas.height;
183
-
184
- let _pixelRatio = 1;
185
- let _opaqueSort = null;
186
- let _transparentSort = null;
187
-
188
- const _viewport = new Vector4( 0, 0, _width, _height );
189
- const _scissor = new Vector4( 0, 0, _width, _height );
190
- let _scissorTest = false;
191
-
192
- // frustum
193
-
194
- const _frustum = new Frustum();
195
-
196
- // clipping
197
-
198
- let _clippingEnabled = false;
199
- let _localClippingEnabled = false;
200
-
201
- // transmission
202
-
203
- let _transmissionRenderTarget = null;
204
-
205
- // camera matrices cache
206
-
207
- const _projScreenMatrix = new Matrix4();
208
-
209
- const _vector2 = new Vector2();
210
- const _vector3 = new Vector3();
211
-
212
- const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
213
- let _occlusion = null;
214
-
215
- function getTargetPixelRatio() {
216
-
217
- return _currentRenderTarget === null ? _pixelRatio : 1;
218
-
219
- }
220
-
221
- // initialize
222
-
223
- let _gl = context;
224
-
225
- function getContext( contextNames, contextAttributes ) {
226
-
227
- for ( let i = 0; i < contextNames.length; i ++ ) {
228
-
229
- const contextName = contextNames[ i ];
230
- const context = canvas.getContext( contextName, contextAttributes );
231
- if ( context !== null ) return context;
232
-
233
- }
234
-
235
- return null;
236
-
237
- }
238
-
239
- try {
240
-
241
- const contextAttributes = {
242
- alpha: true,
243
- depth,
244
- stencil,
245
- antialias,
246
- premultipliedAlpha,
247
- preserveDrawingBuffer,
248
- powerPreference,
249
- failIfMajorPerformanceCaveat,
250
- };
251
-
252
- // OffscreenCanvas does not have setAttribute, see #22811
253
- if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
254
-
255
- // event listeners must be registered before WebGL context is created, see #12753
256
- canvas.addEventListener( 'webglcontextlost', onContextLost, false );
257
- canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
258
- canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
259
-
260
- if ( _gl === null ) {
261
-
262
- const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
263
-
264
- if ( _this.isWebGL1Renderer === true ) {
265
-
266
- contextNames.shift();
267
-
268
- }
269
-
270
- _gl = getContext( contextNames, contextAttributes );
271
-
272
- if ( _gl === null ) {
273
-
274
- if ( getContext( contextNames ) ) {
275
-
276
- throw new Error( 'Error creating WebGL context with your selected attributes.' );
277
-
278
- } else {
279
-
280
- throw new Error( 'Error creating WebGL context.' );
281
-
282
- }
283
-
284
- }
285
-
286
- }
287
-
288
- if ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153
289
-
290
- console.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );
291
-
292
- }
293
-
294
- // Some experimental-webgl implementations do not have getShaderPrecisionFormat
295
-
296
- if ( _gl.getShaderPrecisionFormat === undefined ) {
297
-
298
- _gl.getShaderPrecisionFormat = function () {
299
-
300
- return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
301
-
302
- };
303
-
304
- }
305
-
306
- } catch ( error ) {
307
-
308
- console.error( 'THREE.WebGLRenderer: ' + error.message );
309
- throw error;
310
-
311
- }
312
-
313
- let extensions, capabilities, state, info;
314
- let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
315
- let programCache, materials, renderLists, renderStates, clipping, shadowMap;
316
-
317
- let background, morphtargets, bufferRenderer, indexedBufferRenderer;
318
-
319
- let utils, bindingStates, uniformsGroups;
320
-
321
- function initGLContext() {
322
-
323
- extensions = new WebGLExtensions( _gl );
324
-
325
- capabilities = new WebGLCapabilities( _gl, extensions, parameters );
326
-
327
- extensions.init( capabilities );
328
-
329
- utils = new WebGLUtils( _gl, extensions, capabilities );
330
-
331
- state = new WebGLState( _gl, extensions, capabilities );
332
-
333
- info = new WebGLInfo( _gl );
334
- properties = new WebGLProperties();
335
- textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
336
- cubemaps = new WebGLCubeMaps( _this );
337
- cubeuvmaps = new WebGLCubeUVMaps( _this );
338
- attributes = new WebGLAttributes( _gl, capabilities );
339
- bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
340
- geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
341
- objects = new WebGLObjects( _gl, geometries, attributes, info );
342
- morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
343
- clipping = new WebGLClipping( properties );
344
- programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
345
- materials = new WebGLMaterials( _this, properties );
346
- renderLists = new WebGLRenderLists();
347
- renderStates = new WebGLRenderStates( extensions, capabilities );
348
- background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
349
- shadowMap = new WebGLShadowMap( _this, objects, capabilities );
350
- uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
351
-
352
- bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
353
- indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
354
-
355
- info.programs = programCache.programs;
356
-
357
- _this.capabilities = capabilities;
358
- _this.extensions = extensions;
359
- _this.properties = properties;
360
- _this.renderLists = renderLists;
361
- _this.shadowMap = shadowMap;
362
- _this.state = state;
363
- _this.info = info;
364
-
365
- }
366
-
367
- initGLContext();
368
-
369
- // xr
370
-
371
- const xr = new WebXRManager( _this, _gl );
372
-
373
- this.xr = xr;
374
-
375
- // API
376
-
377
- this.getContext = function () {
378
-
379
- return _gl;
380
-
381
- };
382
-
383
- this.getContextAttributes = function () {
384
-
385
- return _gl.getContextAttributes();
386
-
387
- };
388
-
389
- this.forceContextLoss = function () {
390
-
391
- const extension = extensions.get( 'WEBGL_lose_context' );
392
- if ( extension ) extension.loseContext();
393
-
394
- };
395
-
396
- this.forceContextRestore = function () {
397
-
398
- const extension = extensions.get( 'WEBGL_lose_context' );
399
- if ( extension ) extension.restoreContext();
400
-
401
- };
402
-
403
- this.getPixelRatio = function () {
404
-
405
- return _pixelRatio;
406
-
407
- };
408
-
409
- this.setPixelRatio = function ( value ) {
410
-
411
- if ( value === undefined ) return;
412
-
413
- _pixelRatio = value;
414
-
415
- this.setSize( _width, _height, false );
416
-
417
- };
418
-
419
- this.setOcclusion = function ( value ) {
420
-
421
- if ( value === undefined ) return;
422
-
423
- _occlusion = value;
424
-
425
- };
426
-
427
- this.clearOcclusion = function () {
428
-
429
- _occlusion = null;
430
-
431
- };
432
-
433
- this.getSize = function ( target ) {
434
-
435
- return target.set( _width, _height );
436
-
437
- };
438
-
439
- this.setSize = function ( width, height, updateStyle = true ) {
440
-
441
- if ( xr.isPresenting ) {
442
-
443
- console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
444
- return;
445
-
446
- }
447
-
448
- _width = width;
449
- _height = height;
450
-
451
- canvas.width = Math.floor( width * _pixelRatio );
452
- canvas.height = Math.floor( height * _pixelRatio );
453
-
454
- if ( updateStyle === true ) {
455
-
456
- canvas.style.width = width + 'px';
457
- canvas.style.height = height + 'px';
458
-
459
- }
460
-
461
- this.setViewport( 0, 0, width, height );
462
-
463
- };
464
-
465
- this.getDrawingBufferSize = function ( target ) {
466
-
467
- return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
468
-
469
- };
470
-
471
- this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
472
-
473
- _width = width;
474
- _height = height;
475
-
476
- _pixelRatio = pixelRatio;
477
-
478
- canvas.width = Math.floor( width * pixelRatio );
479
- canvas.height = Math.floor( height * pixelRatio );
480
-
481
- this.setViewport( 0, 0, width, height );
482
-
483
- };
484
-
485
- this.getCurrentViewport = function ( target ) {
486
-
487
- return target.copy( _currentViewport );
488
-
489
- };
490
-
491
- this.getViewport = function ( target ) {
492
-
493
- return target.copy( _viewport );
494
-
495
- };
496
-
497
- this.setViewport = function ( x, y, width, height ) {
498
-
499
- if ( x.isVector4 ) {
500
-
501
- _viewport.set( x.x, x.y, x.z, x.w );
502
-
503
- } else {
504
-
505
- _viewport.set( x, y, width, height );
506
-
507
- }
508
-
509
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
510
-
511
- };
512
-
513
- this.getScissor = function ( target ) {
514
-
515
- return target.copy( _scissor );
516
-
517
- };
518
-
519
- this.setScissor = function ( x, y, width, height ) {
520
-
521
- if ( x.isVector4 ) {
522
-
523
- _scissor.set( x.x, x.y, x.z, x.w );
524
-
525
- } else {
526
-
527
- _scissor.set( x, y, width, height );
528
-
529
- }
530
-
531
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
532
-
533
- };
534
-
535
- this.getScissorTest = function () {
536
-
537
- return _scissorTest;
538
-
539
- };
540
-
541
- this.setScissorTest = function ( boolean ) {
542
-
543
- state.setScissorTest( _scissorTest = boolean );
544
-
545
- };
546
-
547
- this.setOpaqueSort = function ( method ) {
548
-
549
- _opaqueSort = method;
550
-
551
- };
552
-
553
- this.setTransparentSort = function ( method ) {
554
-
555
- _transparentSort = method;
556
-
557
- };
558
-
559
- // Clearing
560
-
561
- this.getClearColor = function ( target ) {
562
-
563
- return target.copy( background.getClearColor() );
564
-
565
- };
566
-
567
- this.setClearColor = function () {
568
-
569
- background.setClearColor.apply( background, arguments );
570
-
571
- };
572
-
573
- this.getClearAlpha = function () {
574
-
575
- return background.getClearAlpha();
576
-
577
- };
578
-
579
- this.setClearAlpha = function () {
580
-
581
- background.setClearAlpha.apply( background, arguments );
582
-
583
- };
584
-
585
- this.clear = function ( color = true, depth = true, stencil = true ) {
586
-
587
- let bits = 0;
588
-
589
- if ( color ) {
590
-
591
- // check if we're trying to clear an integer target
592
- let isIntegerFormat = false;
593
- if ( _currentRenderTarget !== null ) {
594
-
595
- const targetFormat = _currentRenderTarget.texture.format;
596
- isIntegerFormat = targetFormat === RGBAIntegerFormat ||
597
- targetFormat === RGIntegerFormat ||
598
- targetFormat === RedIntegerFormat;
599
-
600
- }
601
-
602
- // use the appropriate clear functions to clear the target if it's a signed
603
- // or unsigned integer target
604
- if ( isIntegerFormat ) {
605
-
606
- const targetType = _currentRenderTarget.texture.type;
607
- const isUnsignedType = targetType === UnsignedByteType ||
608
- targetType === UnsignedIntType ||
609
- targetType === UnsignedShortType ||
610
- targetType === UnsignedInt248Type ||
611
- targetType === UnsignedShort4444Type ||
612
- targetType === UnsignedShort5551Type;
613
-
614
- const clearColor = background.getClearColor();
615
- const a = background.getClearAlpha();
616
- const r = clearColor.r;
617
- const g = clearColor.g;
618
- const b = clearColor.b;
619
-
620
- if ( isUnsignedType ) {
621
-
622
- uintClearColor[ 0 ] = r;
623
- uintClearColor[ 1 ] = g;
624
- uintClearColor[ 2 ] = b;
625
- uintClearColor[ 3 ] = a;
626
- _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
627
-
628
- } else {
629
-
630
- intClearColor[ 0 ] = r;
631
- intClearColor[ 1 ] = g;
632
- intClearColor[ 2 ] = b;
633
- intClearColor[ 3 ] = a;
634
- _gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
635
-
636
- }
637
-
638
- } else {
639
-
640
- bits |= _gl.COLOR_BUFFER_BIT;
641
-
642
- }
643
-
644
- }
645
-
646
- if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
647
- if ( stencil ) {
648
-
649
- bits |= _gl.STENCIL_BUFFER_BIT;
650
- this.state.buffers.stencil.setMask( 0xffffffff );
651
-
652
- }
653
-
654
- _gl.clear( bits );
655
-
656
- };
657
-
658
- this.clearColor = function () {
659
-
660
- this.clear( true, false, false );
661
-
662
- };
663
-
664
- this.clearDepth = function () {
665
-
666
- this.clear( false, true, false );
667
-
668
- };
669
-
670
- this.clearStencil = function () {
671
-
672
- this.clear( false, false, true );
673
-
674
- };
675
-
676
- //
677
-
678
- this.dispose = function () {
679
-
680
- canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
681
- canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
682
- canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
683
-
684
- renderLists.dispose();
685
- renderStates.dispose();
686
- properties.dispose();
687
- cubemaps.dispose();
688
- cubeuvmaps.dispose();
689
- objects.dispose();
690
- bindingStates.dispose();
691
- uniformsGroups.dispose();
692
- programCache.dispose();
693
-
694
- xr.dispose();
695
-
696
- xr.removeEventListener( 'sessionstart', onXRSessionStart );
697
- xr.removeEventListener( 'sessionend', onXRSessionEnd );
698
-
699
- if ( _transmissionRenderTarget ) {
700
-
701
- _transmissionRenderTarget.dispose();
702
- _transmissionRenderTarget = null;
703
-
704
- }
705
-
706
- animation.stop();
707
-
708
- };
709
-
710
- // Events
711
-
712
- function onContextLost( event ) {
713
-
714
- event.preventDefault();
715
-
716
- console.log( 'THREE.WebGLRenderer: Context Lost.' );
717
-
718
- _isContextLost = true;
719
-
720
- }
721
-
722
- function onContextRestore( /* event */ ) {
723
-
724
- console.log( 'THREE.WebGLRenderer: Context Restored.' );
725
-
726
- _isContextLost = false;
727
-
728
- const infoAutoReset = info.autoReset;
729
- const shadowMapEnabled = shadowMap.enabled;
730
- const shadowMapAutoUpdate = shadowMap.autoUpdate;
731
- const shadowMapNeedsUpdate = shadowMap.needsUpdate;
732
- const shadowMapType = shadowMap.type;
733
-
734
- initGLContext();
735
-
736
- info.autoReset = infoAutoReset;
737
- shadowMap.enabled = shadowMapEnabled;
738
- shadowMap.autoUpdate = shadowMapAutoUpdate;
739
- shadowMap.needsUpdate = shadowMapNeedsUpdate;
740
- shadowMap.type = shadowMapType;
741
-
742
- }
743
-
744
- function onContextCreationError( event ) {
745
-
746
- console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
747
-
748
- }
749
-
750
- function onMaterialDispose( event ) {
751
-
752
- const material = event.target;
753
-
754
- material.removeEventListener( 'dispose', onMaterialDispose );
755
-
756
- deallocateMaterial( material );
757
-
758
- }
759
-
760
- // Buffer deallocation
761
-
762
- function deallocateMaterial( material ) {
763
-
764
- releaseMaterialProgramReferences( material );
765
-
766
- properties.remove( material );
767
-
768
- }
769
-
770
-
771
- function releaseMaterialProgramReferences( material ) {
772
-
773
- const programs = properties.get( material ).programs;
774
-
775
- if ( programs !== undefined ) {
776
-
777
- programs.forEach( function ( program ) {
778
-
779
- programCache.releaseProgram( program );
780
-
781
- } );
782
-
783
- if ( material.isShaderMaterial ) {
784
-
785
- programCache.releaseShaderCache( material );
786
-
787
- }
788
-
789
- }
790
-
791
- }
792
-
793
- // Buffer rendering
794
-
795
- this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
796
-
797
- if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
798
-
799
- const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
800
-
801
- const program = setProgram( camera, scene, geometry, material, object );
802
-
803
- state.setMaterial( material, frontFaceCW );
804
-
805
- //
806
-
807
- let index = geometry.index;
808
- let rangeFactor = 1;
809
-
810
- if ( material.wireframe === true ) {
811
-
812
- index = geometries.getWireframeAttribute( geometry );
813
-
814
- if ( index === undefined ) return;
815
-
816
- rangeFactor = 2;
817
-
818
- }
819
-
820
- //
821
-
822
- const drawRange = geometry.drawRange;
823
- const position = geometry.attributes.position;
824
-
825
- let drawStart = drawRange.start * rangeFactor;
826
- let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
827
-
828
- if ( group !== null ) {
829
-
830
- drawStart = Math.max( drawStart, group.start * rangeFactor );
831
- drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
832
-
833
- }
834
-
835
- if ( index !== null ) {
836
-
837
- drawStart = Math.max( drawStart, 0 );
838
- drawEnd = Math.min( drawEnd, index.count );
839
-
840
- } else if ( position !== undefined && position !== null ) {
841
-
842
- drawStart = Math.max( drawStart, 0 );
843
- drawEnd = Math.min( drawEnd, position.count );
844
-
845
- }
846
-
847
- const drawCount = drawEnd - drawStart;
848
-
849
- if ( drawCount < 0 || drawCount === Infinity ) return;
850
-
851
- //
852
-
853
- bindingStates.setup( object, material, program, geometry, index );
854
-
855
- let attribute;
856
- let renderer = bufferRenderer;
857
-
858
- if ( index !== null ) {
859
-
860
- attribute = attributes.get( index );
861
-
862
- renderer = indexedBufferRenderer;
863
- renderer.setIndex( attribute );
864
-
865
- }
866
-
867
- //
868
-
869
- if ( object.isMesh ) {
870
-
871
- if ( material.wireframe === true ) {
872
-
873
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
874
- renderer.setMode( _gl.LINES );
875
-
876
- } else {
877
-
878
- renderer.setMode( _gl.TRIANGLES );
879
-
880
- }
881
-
882
- } else if ( object.isLine ) {
883
-
884
- let lineWidth = material.linewidth;
885
-
886
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
887
-
888
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
889
-
890
- if ( object.isLineSegments ) {
891
-
892
- renderer.setMode( _gl.LINES );
893
-
894
- } else if ( object.isLineLoop ) {
895
-
896
- renderer.setMode( _gl.LINE_LOOP );
897
-
898
- } else {
899
-
900
- renderer.setMode( _gl.LINE_STRIP );
901
-
902
- }
903
-
904
- } else if ( object.isPoints ) {
905
-
906
- renderer.setMode( _gl.POINTS );
907
-
908
- } else if ( object.isSprite ) {
909
-
910
- renderer.setMode( _gl.TRIANGLES );
911
-
912
- }
913
-
914
- if ( object.isBatchedMesh ) {
915
-
916
- renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
917
-
918
- } else if ( object.isInstancedMesh ) {
919
-
920
- renderer.renderInstances( drawStart, drawCount, object.count );
921
-
922
- } else if ( geometry.isInstancedBufferGeometry ) {
923
-
924
- const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
925
- const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
926
-
927
- renderer.renderInstances( drawStart, drawCount, instanceCount );
928
-
929
- } else {
930
-
931
- renderer.render( drawStart, drawCount );
932
-
933
- }
934
-
935
- };
936
-
937
- // Compile
938
-
939
- function prepareMaterial( material, scene, object ) {
940
-
941
- if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
942
-
943
- material.side = BackSide;
944
- material.needsUpdate = true;
945
- getProgram( material, scene, object );
946
-
947
- material.side = FrontSide;
948
- material.needsUpdate = true;
949
- getProgram( material, scene, object );
950
-
951
- material.side = DoubleSide;
952
-
953
- } else {
954
-
955
- getProgram( material, scene, object );
956
-
957
- }
958
-
959
- }
960
-
961
- this.compile = function ( scene, camera, targetScene = null ) {
962
-
963
- if ( targetScene === null ) targetScene = scene;
964
-
965
- currentRenderState = renderStates.get( targetScene );
966
- currentRenderState.init();
967
-
968
- renderStateStack.push( currentRenderState );
969
-
970
- // gather lights from both the target scene and the new object that will be added to the scene.
971
-
972
- targetScene.traverseVisible( function ( object ) {
973
-
974
- if ( object.isLight && object.layers.test( camera.layers ) ) {
975
-
976
- currentRenderState.pushLight( object );
977
-
978
- if ( object.castShadow ) {
979
-
980
- currentRenderState.pushShadow( object );
981
-
982
- }
983
-
984
- }
985
-
986
- } );
987
-
988
- if ( scene !== targetScene ) {
989
-
990
- scene.traverseVisible( function ( object ) {
991
-
992
- if ( object.isLight && object.layers.test( camera.layers ) ) {
993
-
994
- currentRenderState.pushLight( object );
995
-
996
- if ( object.castShadow ) {
997
-
998
- currentRenderState.pushShadow( object );
999
-
1000
- }
1001
-
1002
- }
1003
-
1004
- } );
1005
-
1006
- }
1007
-
1008
- currentRenderState.setupLights( _this._useLegacyLights );
1009
-
1010
- // Only initialize materials in the new scene, not the targetScene.
1011
-
1012
- const materials = new Set();
1013
-
1014
- scene.traverse( function ( object ) {
1015
-
1016
- const material = object.material;
1017
-
1018
- if ( material ) {
1019
-
1020
- if ( Array.isArray( material ) ) {
1021
-
1022
- for ( let i = 0; i < material.length; i ++ ) {
1023
-
1024
- const material2 = material[ i ];
1025
-
1026
- prepareMaterial( material2, targetScene, object );
1027
- materials.add( material2 );
1028
-
1029
- }
1030
-
1031
- } else {
1032
-
1033
- prepareMaterial( material, targetScene, object );
1034
- materials.add( material );
1035
-
1036
- }
1037
-
1038
- }
1039
-
1040
- } );
1041
-
1042
- renderStateStack.pop();
1043
- currentRenderState = null;
1044
-
1045
- return materials;
1046
-
1047
- };
1048
-
1049
- // compileAsync
1050
-
1051
- this.compileAsync = function ( scene, camera, targetScene = null ) {
1052
-
1053
- const materials = this.compile( scene, camera, targetScene );
1054
-
1055
- // Wait for all the materials in the new object to indicate that they're
1056
- // ready to be used before resolving the promise.
1057
-
1058
- return new Promise( ( resolve ) => {
1059
-
1060
- function checkMaterialsReady() {
1061
-
1062
- materials.forEach( function ( material ) {
1063
-
1064
- const materialProperties = properties.get( material );
1065
- const program = materialProperties.currentProgram;
1066
-
1067
- if ( program.isReady() ) {
1068
-
1069
- // remove any programs that report they're ready to use from the list
1070
- materials.delete( material );
1071
-
1072
- }
1073
-
1074
- } );
1075
-
1076
- // once the list of compiling materials is empty, call the callback
1077
-
1078
- if ( materials.size === 0 ) {
1079
-
1080
- resolve( scene );
1081
- return;
1082
-
1083
- }
1084
-
1085
- // if some materials are still not ready, wait a bit and check again
1086
-
1087
- setTimeout( checkMaterialsReady, 10 );
1088
-
1089
- }
1090
-
1091
- if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
1092
-
1093
- // If we can check the compilation status of the materials without
1094
- // blocking then do so right away.
1095
-
1096
- checkMaterialsReady();
1097
-
1098
- } else {
1099
-
1100
- // Otherwise start by waiting a bit to give the materials we just
1101
- // initialized a chance to finish.
1102
-
1103
- setTimeout( checkMaterialsReady, 10 );
1104
-
1105
- }
1106
-
1107
- } );
1108
-
1109
- };
1110
-
1111
- // Animation Loop
1112
-
1113
- let onAnimationFrameCallback = null;
1114
-
1115
- function onAnimationFrame( time ) {
1116
-
1117
- if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1118
-
1119
- }
1120
-
1121
- function onXRSessionStart() {
1122
-
1123
- animation.stop();
1124
-
1125
- }
1126
-
1127
- function onXRSessionEnd() {
1128
-
1129
- animation.start();
1130
-
1131
- }
1132
-
1133
- const animation = new WebGLAnimation();
1134
- animation.setAnimationLoop( onAnimationFrame );
1135
-
1136
- if ( typeof self !== 'undefined' ) animation.setContext( self );
1137
-
1138
- this.setAnimationLoop = function ( callback ) {
1139
-
1140
- onAnimationFrameCallback = callback;
1141
- xr.setAnimationLoop( callback );
1142
-
1143
- ( callback === null ) ? animation.stop() : animation.start();
1144
-
1145
- };
1146
-
1147
- xr.addEventListener( 'sessionstart', onXRSessionStart );
1148
- xr.addEventListener( 'sessionend', onXRSessionEnd );
1149
-
1150
- // Rendering
1151
-
1152
- this.render = function ( scene, camera ) {
1153
-
1154
- if ( camera !== undefined && camera.isCamera !== true ) {
1155
-
1156
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
1157
- return;
1158
-
1159
- }
1160
-
1161
- if ( _isContextLost === true ) return;
1162
-
1163
- // update scene graph
1164
-
1165
- if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
1166
-
1167
- // update camera matrices and frustum
1168
-
1169
- if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
1170
-
1171
- if ( xr.enabled === true && xr.isPresenting === true ) {
1172
-
1173
- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
1174
-
1175
- camera = xr.getCamera(); // use XR camera for rendering
1176
-
1177
- }
1178
-
1179
- //
1180
- if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
1181
-
1182
- currentRenderState = renderStates.get( scene, renderStateStack.length );
1183
- currentRenderState.init();
1184
-
1185
- renderStateStack.push( currentRenderState );
1186
-
1187
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1188
- _frustum.setFromProjectionMatrix( _projScreenMatrix );
1189
-
1190
- _localClippingEnabled = this.localClippingEnabled;
1191
- _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
1192
-
1193
- currentRenderList = renderLists.get( scene, renderListStack.length );
1194
- currentRenderList.init();
1195
-
1196
- renderListStack.push( currentRenderList );
1197
-
1198
- projectObject( scene, camera, 0, _this.sortObjects );
1199
-
1200
- currentRenderList.finish();
1201
-
1202
- if ( _this.sortObjects === true ) {
1203
-
1204
- currentRenderList.sort( _opaqueSort, _transparentSort );
1205
-
1206
- }
1207
-
1208
- //
1209
-
1210
- this.info.render.frame ++;
1211
-
1212
- if ( _clippingEnabled === true ) clipping.beginShadows();
1213
-
1214
- const shadowsArray = currentRenderState.state.shadowsArray;
1215
-
1216
- shadowMap.render( shadowsArray, scene, camera );
1217
-
1218
- if ( _clippingEnabled === true ) clipping.endShadows();
1219
-
1220
- //
1221
-
1222
- if ( this.info.autoReset === true ) this.info.reset();
1223
-
1224
-
1225
- //
1226
-
1227
- background.render( currentRenderList, scene );
1228
-
1229
- // render scene
1230
-
1231
- currentRenderState.setupLights( _this._useLegacyLights );
1232
-
1233
- if ( camera.isArrayCamera ) {
1234
-
1235
- const cameras = camera.cameras;
1236
-
1237
- for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1238
-
1239
- const camera2 = cameras[ i ];
1240
-
1241
- renderScene( currentRenderList, scene, camera2, camera2.viewport );
1242
-
1243
- }
1244
-
1245
- } else {
1246
-
1247
- renderScene( currentRenderList, scene, camera );
1248
-
1249
- }
1250
-
1251
- //
1252
-
1253
- if ( _currentRenderTarget !== null ) {
1254
-
1255
- // resolve multisample renderbuffers to a single-sample texture if necessary
1256
-
1257
- textures.updateMultisampleRenderTarget( _currentRenderTarget );
1258
-
1259
- // Generate mipmap if we're using any kind of mipmap filtering
1260
-
1261
- textures.updateRenderTargetMipmap( _currentRenderTarget );
1262
-
1263
- }
1264
-
1265
- //
1266
-
1267
- if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
1268
-
1269
- // _gl.finish();
1270
-
1271
- bindingStates.resetDefaultState();
1272
- _currentMaterialId = - 1;
1273
- _currentCamera = null;
1274
-
1275
- renderStateStack.pop();
1276
-
1277
- if ( renderStateStack.length > 0 ) {
1278
-
1279
- currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
1280
-
1281
- } else {
1282
-
1283
- currentRenderState = null;
1284
-
1285
- }
1286
-
1287
- renderListStack.pop();
1288
-
1289
- if ( renderListStack.length > 0 ) {
1290
-
1291
- currentRenderList = renderListStack[ renderListStack.length - 1 ];
1292
-
1293
- } else {
1294
-
1295
- currentRenderList = null;
1296
-
1297
- }
1298
-
1299
- };
1300
-
1301
- function projectObject( object, camera, groupOrder, sortObjects ) {
1302
-
1303
- if ( object.visible === false ) return;
1304
-
1305
- const visible = object.layers.test( camera.layers );
1306
-
1307
- if ( visible ) {
1308
-
1309
- if ( object.isGroup ) {
1310
-
1311
- groupOrder = object.renderOrder;
1312
-
1313
- } else if ( object.isLOD ) {
1314
-
1315
- if ( object.autoUpdate === true ) object.update( camera );
1316
-
1317
- } else if ( object.isLight ) {
1318
-
1319
- currentRenderState.pushLight( object );
1320
-
1321
- if ( object.castShadow ) {
1322
-
1323
- currentRenderState.pushShadow( object );
1324
-
1325
- }
1326
-
1327
- } else if ( object.isSprite ) {
1328
-
1329
- if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1330
-
1331
- if ( sortObjects ) {
1332
-
1333
- _vector3.setFromMatrixPosition( object.matrixWorld )
1334
- .applyMatrix4( _projScreenMatrix );
1335
-
1336
- }
1337
-
1338
- const geometry = objects.update( object );
1339
- const material = object.material;
1340
-
1341
- if ( material.visible ) {
1342
-
1343
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1344
-
1345
- }
1346
-
1347
- }
1348
-
1349
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
1350
-
1351
- if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1352
-
1353
- const geometry = objects.update( object );
1354
- const material = object.material;
1355
-
1356
- if ( sortObjects ) {
1357
-
1358
- if ( object.boundingSphere !== undefined ) {
1359
-
1360
- if ( object.boundingSphere === null ) object.computeBoundingSphere();
1361
- _vector3.copy( object.boundingSphere.center );
1362
-
1363
- } else {
1364
-
1365
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
1366
- _vector3.copy( geometry.boundingSphere.center );
1367
-
1368
- }
1369
-
1370
- _vector3
1371
- .applyMatrix4( object.matrixWorld )
1372
- .applyMatrix4( _projScreenMatrix );
1373
-
1374
- }
1375
-
1376
- if ( Array.isArray( material ) ) {
1377
-
1378
- const groups = geometry.groups;
1379
-
1380
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
1381
-
1382
- const group = groups[ i ];
1383
- const groupMaterial = material[ group.materialIndex ];
1384
-
1385
- if ( groupMaterial && groupMaterial.visible ) {
1386
-
1387
- currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1388
-
1389
- }
1390
-
1391
- }
1392
-
1393
- } else if ( material.visible ) {
1394
-
1395
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1396
-
1397
- }
1398
-
1399
- }
1400
-
1401
- }
1402
-
1403
- }
1404
-
1405
- const children = object.children;
1406
-
1407
- for ( let i = 0, l = children.length; i < l; i ++ ) {
1408
-
1409
- projectObject( children[ i ], camera, groupOrder, sortObjects );
1410
-
1411
- }
1412
-
1413
- }
1414
-
1415
- function renderScene( currentRenderList, scene, camera, viewport ) {
1416
-
1417
- const opaqueObjects = currentRenderList.opaque;
1418
- const transmissiveObjects = currentRenderList.transmissive;
1419
- const transparentObjects = currentRenderList.transparent;
1420
-
1421
- currentRenderState.setupLightsView( camera );
1422
-
1423
- if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
1424
-
1425
- if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
1426
-
1427
- if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
1428
-
1429
- if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
1430
- if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
1431
- if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
1432
-
1433
- // Ensure depth buffer writing is enabled so it can be cleared on next render
1434
-
1435
- state.buffers.depth.setTest( true );
1436
- state.buffers.depth.setMask( true );
1437
- state.buffers.color.setMask( true );
1438
-
1439
- state.setPolygonOffset( false );
1440
-
1441
- }
1442
-
1443
- function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
1444
-
1445
- const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1446
-
1447
- if ( overrideMaterial !== null ) {
1448
-
1449
- return;
1450
-
1451
- }
1452
-
1453
- const isWebGL2 = capabilities.isWebGL2;
1454
-
1455
- if ( _transmissionRenderTarget === null ) {
1456
-
1457
- _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
1458
- generateMipmaps: true,
1459
- type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
1460
- minFilter: LinearMipmapLinearFilter,
1461
- samples: ( isWebGL2 ) ? 4 : 0
1462
- } );
1463
-
1464
- // debug
1465
-
1466
- /*
1467
- const geometry = new PlaneGeometry();
1468
- const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
1469
-
1470
- const mesh = new Mesh( geometry, material );
1471
- scene.add( mesh );
1472
- */
1473
-
1474
- }
1475
-
1476
- _this.getDrawingBufferSize( _vector2 );
1477
-
1478
- if ( isWebGL2 ) {
1479
-
1480
- _transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
1481
-
1482
- } else {
1483
-
1484
- _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );
1485
-
1486
- }
1487
-
1488
- //
1489
-
1490
- const currentRenderTarget = _this.getRenderTarget();
1491
- _this.setRenderTarget( _transmissionRenderTarget );
1492
-
1493
- _this.getClearColor( _currentClearColor );
1494
- _currentClearAlpha = _this.getClearAlpha();
1495
- if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
1496
-
1497
- _this.clear();
1498
-
1499
- // Turn off the features which can affect the frag color for opaque objects pass.
1500
- // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
1501
- const currentToneMapping = _this.toneMapping;
1502
- _this.toneMapping = NoToneMapping;
1503
-
1504
- renderObjects( opaqueObjects, scene, camera );
1505
-
1506
- textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1507
- textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1508
-
1509
- let renderTargetNeedsUpdate = false;
1510
-
1511
- for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
1512
-
1513
- const renderItem = transmissiveObjects[ i ];
1514
-
1515
- const object = renderItem.object;
1516
- const geometry = renderItem.geometry;
1517
- const material = renderItem.material;
1518
- const group = renderItem.group;
1519
-
1520
- if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
1521
-
1522
- const currentSide = material.side;
1523
-
1524
- material.side = BackSide;
1525
- material.needsUpdate = true;
1526
-
1527
- renderObject( object, scene, camera, geometry, material, group );
1528
-
1529
- material.side = currentSide;
1530
- material.needsUpdate = true;
1531
-
1532
- renderTargetNeedsUpdate = true;
1533
-
1534
- }
1535
-
1536
- }
1537
-
1538
- if ( renderTargetNeedsUpdate === true ) {
1539
-
1540
- textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1541
- textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1542
-
1543
- }
1544
-
1545
- _this.setRenderTarget( currentRenderTarget );
1546
-
1547
- _this.setClearColor( _currentClearColor, _currentClearAlpha );
1548
-
1549
- _this.toneMapping = currentToneMapping;
1550
-
1551
- }
1552
-
1553
- function renderObjects( renderList, scene, camera ) {
1554
-
1555
- const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1556
-
1557
- for ( let i = 0, l = renderList.length; i < l; i ++ ) {
1558
-
1559
- const renderItem = renderList[ i ];
1560
-
1561
- const object = renderItem.object;
1562
- const geometry = renderItem.geometry;
1563
- const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
1564
- const group = renderItem.group;
1565
-
1566
- if ( object.layers.test( camera.layers ) ) {
1567
-
1568
- renderObject( object, scene, camera, geometry, material, group );
1569
-
1570
- }
1571
-
1572
- }
1573
-
1574
- }
1575
-
1576
- function renderObject( object, scene, camera, geometry, material, group ) {
1577
-
1578
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
1579
-
1580
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
1581
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
1582
-
1583
- material.onBeforeRender( _this, scene, camera, geometry, object, group );
1584
-
1585
- if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
1586
-
1587
- material.side = BackSide;
1588
- material.needsUpdate = true;
1589
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1590
-
1591
- material.side = FrontSide;
1592
- material.needsUpdate = true;
1593
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1594
-
1595
- material.side = DoubleSide;
1596
-
1597
- } else {
1598
-
1599
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1600
-
1601
- }
1602
-
1603
- object.onAfterRender( _this, scene, camera, geometry, material, group );
1604
-
1605
- }
1606
-
1607
- function getProgram( material, scene, object ) {
1608
-
1609
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1610
-
1611
- const materialProperties = properties.get( material );
1612
-
1613
- const lights = currentRenderState.state.lights;
1614
- const shadowsArray = currentRenderState.state.shadowsArray;
1615
-
1616
- const lightsStateVersion = lights.state.version;
1617
-
1618
- const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object, _occlusion );
1619
- const programCacheKey = programCache.getProgramCacheKey( parameters );
1620
-
1621
- let programs = materialProperties.programs;
1622
-
1623
- // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
1624
-
1625
- materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
1626
- materialProperties.fog = scene.fog;
1627
- materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
1628
-
1629
- if ( programs === undefined ) {
1630
-
1631
- // new material
1632
-
1633
- material.addEventListener( 'dispose', onMaterialDispose );
1634
-
1635
- programs = new Map();
1636
- materialProperties.programs = programs;
1637
-
1638
- }
1639
-
1640
- let program = programs.get( programCacheKey );
1641
-
1642
- if ( program !== undefined ) {
1643
-
1644
- // early out if program and light state is identical
1645
-
1646
- if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
1647
-
1648
- updateCommonMaterialProperties( material, parameters );
1649
-
1650
- return program;
1651
-
1652
- }
1653
-
1654
- } else {
1655
-
1656
- parameters.uniforms = programCache.getUniforms( material );
1657
-
1658
- material.onBuild( object, parameters, _this );
1659
-
1660
- material.onBeforeCompile( parameters, _this );
1661
-
1662
- program = programCache.acquireProgram( parameters, programCacheKey );
1663
- programs.set( programCacheKey, program );
1664
-
1665
- materialProperties.uniforms = parameters.uniforms;
1666
-
1667
- }
1668
-
1669
- const uniforms = materialProperties.uniforms;
1670
-
1671
- if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
1672
-
1673
- uniforms.clippingPlanes = clipping.uniform;
1674
-
1675
- }
1676
-
1677
- updateCommonMaterialProperties( material, parameters );
1678
-
1679
- // store the light setup it was created for
1680
-
1681
- materialProperties.needsLights = materialNeedsLights( material );
1682
- materialProperties.lightsStateVersion = lightsStateVersion;
1683
-
1684
- if ( materialProperties.needsLights ) {
1685
-
1686
- // wire up the material to this renderer's lighting state
1687
-
1688
- uniforms.ambientLightColor.value = lights.state.ambient;
1689
- uniforms.lightProbe.value = lights.state.probe;
1690
- uniforms.directionalLights.value = lights.state.directional;
1691
- uniforms.directionalLightShadows.value = lights.state.directionalShadow;
1692
- uniforms.spotLights.value = lights.state.spot;
1693
- uniforms.spotLightShadows.value = lights.state.spotShadow;
1694
- uniforms.rectAreaLights.value = lights.state.rectArea;
1695
- uniforms.ltc_1.value = lights.state.rectAreaLTC1;
1696
- uniforms.ltc_2.value = lights.state.rectAreaLTC2;
1697
- uniforms.pointLights.value = lights.state.point;
1698
- uniforms.pointLightShadows.value = lights.state.pointShadow;
1699
- uniforms.hemisphereLights.value = lights.state.hemi;
1700
-
1701
- uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
1702
- uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
1703
- uniforms.spotShadowMap.value = lights.state.spotShadowMap;
1704
- uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
1705
- uniforms.spotLightMap.value = lights.state.spotLightMap;
1706
- uniforms.pointShadowMap.value = lights.state.pointShadowMap;
1707
- uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1708
- // TODO (abelnation): add area lights shadow info to uniforms
1709
-
1710
- }
1711
-
1712
- materialProperties.currentProgram = program;
1713
- materialProperties.uniformsList = null;
1714
-
1715
- return program;
1716
-
1717
- }
1718
-
1719
- function getUniformList( materialProperties ) {
1720
-
1721
- if ( materialProperties.uniformsList === null ) {
1722
-
1723
- const progUniforms = materialProperties.currentProgram.getUniforms();
1724
- materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
1725
-
1726
- }
1727
-
1728
- return materialProperties.uniformsList;
1729
-
1730
- }
1731
-
1732
- function updateCommonMaterialProperties( material, parameters ) {
1733
-
1734
- const materialProperties = properties.get( material );
1735
-
1736
- materialProperties.outputColorSpace = parameters.outputColorSpace;
1737
- materialProperties.batching = parameters.batching;
1738
- materialProperties.instancing = parameters.instancing;
1739
- materialProperties.instancingColor = parameters.instancingColor;
1740
- materialProperties.skinning = parameters.skinning;
1741
- materialProperties.morphTargets = parameters.morphTargets;
1742
- materialProperties.morphNormals = parameters.morphNormals;
1743
- materialProperties.morphColors = parameters.morphColors;
1744
- materialProperties.morphTargetsCount = parameters.morphTargetsCount;
1745
- materialProperties.numClippingPlanes = parameters.numClippingPlanes;
1746
- materialProperties.numIntersection = parameters.numClipIntersection;
1747
- materialProperties.vertexAlphas = parameters.vertexAlphas;
1748
- materialProperties.vertexTangents = parameters.vertexTangents;
1749
- materialProperties.toneMapping = parameters.toneMapping;
1750
-
1751
- }
1752
-
1753
- function setProgram( camera, scene, geometry, material, object ) {
1754
-
1755
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1756
-
1757
- textures.resetTextureUnits();
1758
-
1759
- const fog = scene.fog;
1760
- const environment = material.isMeshStandardMaterial ? scene.environment : null;
1761
- const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
1762
- const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
1763
- const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
1764
- const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
1765
- const morphTargets = !! geometry.morphAttributes.position;
1766
- const morphNormals = !! geometry.morphAttributes.normal;
1767
- const morphColors = !! geometry.morphAttributes.color;
1768
-
1769
- let toneMapping = NoToneMapping;
1770
-
1771
- if ( material.toneMapped ) {
1772
-
1773
- if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
1774
-
1775
- toneMapping = _this.toneMapping;
1776
-
1777
- }
1778
-
1779
- }
1780
-
1781
- const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
1782
- const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
1783
-
1784
- const materialProperties = properties.get( material );
1785
- const lights = currentRenderState.state.lights;
1786
-
1787
- if ( _clippingEnabled === true ) {
1788
-
1789
- if ( _localClippingEnabled === true || camera !== _currentCamera ) {
1790
-
1791
- const useCache =
1792
- camera === _currentCamera &&
1793
- material.id === _currentMaterialId;
1794
-
1795
- // we might want to call this function with some ClippingGroup
1796
- // object instead of the material, once it becomes feasible
1797
- // (#8465, #8379)
1798
- clipping.setState( material, camera, useCache );
1799
-
1800
- }
1801
-
1802
- }
1803
-
1804
- //
1805
-
1806
- let needsProgramChange = false;
1807
-
1808
- if ( material.version === materialProperties.__version ) {
1809
-
1810
- if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
1811
-
1812
- needsProgramChange = true;
1813
-
1814
- } else if ( materialProperties.outputColorSpace !== colorSpace ) {
1815
-
1816
- needsProgramChange = true;
1817
-
1818
- } else if ( object.isBatchedMesh && materialProperties.batching === false ) {
1819
-
1820
- needsProgramChange = true;
1821
-
1822
- } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
1823
-
1824
- needsProgramChange = true;
1825
-
1826
- } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
1827
-
1828
- needsProgramChange = true;
1829
-
1830
- } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
1831
-
1832
- needsProgramChange = true;
1833
-
1834
- } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
1835
-
1836
- needsProgramChange = true;
1837
-
1838
- } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
1839
-
1840
- needsProgramChange = true;
1841
-
1842
- } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
1843
-
1844
- needsProgramChange = true;
1845
-
1846
- } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
1847
-
1848
- needsProgramChange = true;
1849
-
1850
- } else if ( materialProperties.envMap !== envMap ) {
1851
-
1852
- needsProgramChange = true;
1853
-
1854
- } else if ( material.fog === true && materialProperties.fog !== fog ) {
1855
-
1856
- needsProgramChange = true;
1857
-
1858
- } else if ( material.occlusion === true ) {
1859
-
1860
- needsProgramChange = true;
1861
-
1862
- } else if ( materialProperties.numClippingPlanes !== undefined &&
1863
- ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
1864
- materialProperties.numIntersection !== clipping.numIntersection ) ) {
1865
-
1866
- needsProgramChange = true;
1867
-
1868
- } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
1869
-
1870
- needsProgramChange = true;
1871
-
1872
- } else if ( materialProperties.vertexTangents !== vertexTangents ) {
1873
-
1874
- needsProgramChange = true;
1875
-
1876
- } else if ( materialProperties.morphTargets !== morphTargets ) {
1877
-
1878
- needsProgramChange = true;
1879
-
1880
- } else if ( materialProperties.morphNormals !== morphNormals ) {
1881
-
1882
- needsProgramChange = true;
1883
-
1884
- } else if ( materialProperties.morphColors !== morphColors ) {
1885
-
1886
- needsProgramChange = true;
1887
-
1888
- } else if ( materialProperties.toneMapping !== toneMapping ) {
1889
-
1890
- needsProgramChange = true;
1891
-
1892
- } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
1893
-
1894
- needsProgramChange = true;
1895
-
1896
- }
1897
-
1898
- } else {
1899
-
1900
- needsProgramChange = true;
1901
- materialProperties.__version = material.version;
1902
-
1903
- }
1904
-
1905
- //
1906
-
1907
- let program = materialProperties.currentProgram;
1908
-
1909
- if ( needsProgramChange === true ) {
1910
-
1911
- program = getProgram( material, scene, object );
1912
-
1913
- }
1914
-
1915
- let refreshProgram = false;
1916
- let refreshMaterial = false;
1917
- let refreshLights = false;
1918
-
1919
- const p_uniforms = program.getUniforms(),
1920
- m_uniforms = materialProperties.uniforms;
1921
-
1922
- if ( state.useProgram( program.program ) ) {
1923
-
1924
- refreshProgram = true;
1925
- refreshMaterial = true;
1926
- refreshLights = true;
1927
-
1928
- }
1929
-
1930
- if ( material.id !== _currentMaterialId ) {
1931
-
1932
- _currentMaterialId = material.id;
1933
-
1934
- refreshMaterial = true;
1935
-
1936
- }
1937
-
1938
- if ( refreshProgram || _currentCamera !== camera ) {
1939
-
1940
- // common camera uniforms
1941
-
1942
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
1943
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1944
-
1945
- const uCamPos = p_uniforms.map.cameraPosition;
1946
-
1947
- if ( uCamPos !== undefined ) {
1948
-
1949
- uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
1950
-
1951
- }
1952
-
1953
- if ( capabilities.logarithmicDepthBuffer ) {
1954
-
1955
- p_uniforms.setValue( _gl, 'logDepthBufFC',
1956
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1957
-
1958
- }
1959
-
1960
- // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
1961
-
1962
- if ( material.isMeshPhongMaterial ||
1963
- material.isMeshToonMaterial ||
1964
- material.isMeshLambertMaterial ||
1965
- material.isMeshBasicMaterial ||
1966
- material.isMeshStandardMaterial ||
1967
- material.isShaderMaterial ) {
1968
-
1969
- p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
1970
-
1971
- }
1972
-
1973
- if ( _currentCamera !== camera ) {
1974
-
1975
- _currentCamera = camera;
1976
-
1977
- // lighting uniforms depend on the camera so enforce an update
1978
- // now, in case this material supports lights - or later, when
1979
- // the next material that does gets activated:
1980
-
1981
- refreshMaterial = true; // set to true on material change
1982
- refreshLights = true; // remains set until update done
1983
-
1984
- }
1985
-
1986
- }
1987
-
1988
- // skinning and morph target uniforms must be set even if material didn't change
1989
- // auto-setting of texture unit for bone and morph texture must go before other textures
1990
- // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
1991
-
1992
- if ( object.isSkinnedMesh ) {
1993
-
1994
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
1995
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1996
-
1997
- const skeleton = object.skeleton;
1998
-
1999
- if ( skeleton ) {
2000
-
2001
- if ( capabilities.floatVertexTextures ) {
2002
-
2003
- if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
2004
-
2005
- p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
2006
-
2007
- } else {
2008
-
2009
- console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );
2010
-
2011
- }
2012
-
2013
- }
2014
-
2015
- }
2016
-
2017
- if ( object.isBatchedMesh ) {
2018
-
2019
- p_uniforms.setOptional( _gl, object, 'batchingTexture' );
2020
- p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
2021
-
2022
- }
2023
-
2024
- const morphAttributes = geometry.morphAttributes;
2025
-
2026
- if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {
2027
-
2028
- morphtargets.update( object, geometry, program );
2029
-
2030
- }
2031
-
2032
- if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
2033
-
2034
- materialProperties.receiveShadow = object.receiveShadow;
2035
- p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
2036
-
2037
- }
2038
-
2039
- // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
2040
-
2041
- if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
2042
-
2043
- m_uniforms.envMap.value = envMap;
2044
-
2045
- m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
2046
-
2047
- }
2048
-
2049
- if ( refreshMaterial ) {
2050
-
2051
- p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
2052
-
2053
- if ( materialProperties.needsLights ) {
2054
-
2055
- // the current material requires lighting info
2056
-
2057
- // note: all lighting uniforms are always set correctly
2058
- // they simply reference the renderer's state for their
2059
- // values
2060
- //
2061
- // use the current material's .needsUpdate flags to set
2062
- // the GL state when required
2063
-
2064
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
2065
-
2066
- }
2067
-
2068
- // refresh uniforms common to several materials
2069
-
2070
- if ( fog && material.fog === true ) {
2071
-
2072
- materials.refreshFogUniforms( m_uniforms, fog );
2073
-
2074
- }
2075
-
2076
- if ( _occlusion && material.occlusion === true ) {
2077
-
2078
- materials.refreshOcclusionUniforms( m_uniforms, _occlusion );
2079
-
2080
- }
2081
-
2082
- materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
2083
-
2084
- WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2085
-
2086
- }
2087
-
2088
- if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
2089
-
2090
- WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2091
- material.uniformsNeedUpdate = false;
2092
-
2093
- }
2094
-
2095
- if ( material.isSpriteMaterial ) {
2096
-
2097
- p_uniforms.setValue( _gl, 'center', object.center );
2098
-
2099
- }
2100
-
2101
- // common matrices
2102
-
2103
- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
2104
- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
2105
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
2106
-
2107
- // UBOs
2108
-
2109
- if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
2110
-
2111
- const groups = material.uniformsGroups;
2112
-
2113
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
2114
-
2115
- if ( capabilities.isWebGL2 ) {
2116
-
2117
- const group = groups[ i ];
2118
-
2119
- uniformsGroups.update( group, program );
2120
- uniformsGroups.bind( group, program );
2121
-
2122
- } else {
2123
-
2124
- console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );
2125
-
2126
- }
2127
-
2128
- }
2129
-
2130
- }
2131
-
2132
- return program;
2133
-
2134
- }
2135
-
2136
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
2137
-
2138
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
2139
-
2140
- uniforms.ambientLightColor.needsUpdate = value;
2141
- uniforms.lightProbe.needsUpdate = value;
2142
-
2143
- uniforms.directionalLights.needsUpdate = value;
2144
- uniforms.directionalLightShadows.needsUpdate = value;
2145
- uniforms.pointLights.needsUpdate = value;
2146
- uniforms.pointLightShadows.needsUpdate = value;
2147
- uniforms.spotLights.needsUpdate = value;
2148
- uniforms.spotLightShadows.needsUpdate = value;
2149
- uniforms.rectAreaLights.needsUpdate = value;
2150
- uniforms.hemisphereLights.needsUpdate = value;
2151
-
2152
- }
2153
-
2154
- function materialNeedsLights( material ) {
2155
-
2156
- return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
2157
- material.isMeshStandardMaterial || material.isShadowMaterial ||
2158
- ( material.isShaderMaterial && material.lights === true );
2159
-
2160
- }
2161
-
2162
- this.getActiveCubeFace = function () {
2163
-
2164
- return _currentActiveCubeFace;
2165
-
2166
- };
2167
-
2168
- this.getActiveMipmapLevel = function () {
2169
-
2170
- return _currentActiveMipmapLevel;
2171
-
2172
- };
2173
-
2174
- this.getRenderTarget = function () {
2175
-
2176
- return _currentRenderTarget;
2177
-
2178
- };
2179
-
2180
- this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
2181
-
2182
- properties.get( renderTarget.texture ).__webglTexture = colorTexture;
2183
- properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
2184
-
2185
- const renderTargetProperties = properties.get( renderTarget );
2186
- renderTargetProperties.__hasExternalTextures = true;
2187
-
2188
- if ( renderTargetProperties.__hasExternalTextures ) {
2189
-
2190
- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
2191
-
2192
- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
2193
-
2194
- // The multisample_render_to_texture extension doesn't work properly if there
2195
- // are midframe flushes and an external depth buffer. Disable use of the extension.
2196
- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
2197
-
2198
- console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
2199
- renderTargetProperties.__useRenderToTexture = false;
2200
-
2201
- }
2202
-
2203
- }
2204
-
2205
- }
2206
-
2207
- };
2208
-
2209
- this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
2210
-
2211
- const renderTargetProperties = properties.get( renderTarget );
2212
- renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
2213
- renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
2214
-
2215
- };
2216
-
2217
- this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
2218
-
2219
- _currentRenderTarget = renderTarget;
2220
- _currentActiveCubeFace = activeCubeFace;
2221
- _currentActiveMipmapLevel = activeMipmapLevel;
2222
-
2223
- let useDefaultFramebuffer = true;
2224
- let framebuffer = null;
2225
- let isCube = false;
2226
- let isRenderTarget3D = false;
2227
-
2228
- if ( renderTarget ) {
2229
-
2230
- const renderTargetProperties = properties.get( renderTarget );
2231
-
2232
- if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
2233
-
2234
- // We need to make sure to rebind the framebuffer.
2235
- state.bindFramebuffer( _gl.FRAMEBUFFER, null );
2236
- useDefaultFramebuffer = false;
2237
-
2238
- } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
2239
-
2240
- textures.setupRenderTarget( renderTarget );
2241
-
2242
- } else if ( renderTargetProperties.__hasExternalTextures ) {
2243
-
2244
- // Color and depth texture must be rebound in order for the swapchain to update.
2245
- textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
2246
-
2247
- }
2248
-
2249
- const texture = renderTarget.texture;
2250
-
2251
- if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2252
-
2253
- isRenderTarget3D = true;
2254
-
2255
- }
2256
-
2257
- const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
2258
-
2259
- if ( renderTarget.isWebGLCubeRenderTarget ) {
2260
-
2261
- if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
2262
-
2263
- framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
2264
-
2265
- } else {
2266
-
2267
- framebuffer = __webglFramebuffer[ activeCubeFace ];
2268
-
2269
- }
2270
-
2271
- isCube = true;
2272
-
2273
- } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
2274
-
2275
- framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
2276
-
2277
- } else {
2278
-
2279
- if ( Array.isArray( __webglFramebuffer ) ) {
2280
-
2281
- framebuffer = __webglFramebuffer[ activeMipmapLevel ];
2282
-
2283
- } else {
2284
-
2285
- framebuffer = __webglFramebuffer;
2286
-
2287
- }
2288
-
2289
- }
2290
-
2291
- _currentViewport.copy( renderTarget.viewport );
2292
- _currentScissor.copy( renderTarget.scissor );
2293
- _currentScissorTest = renderTarget.scissorTest;
2294
-
2295
- } else {
2296
-
2297
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
2298
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2299
- _currentScissorTest = _scissorTest;
2300
-
2301
- }
2302
-
2303
- const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2304
-
2305
- if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
2306
-
2307
- state.drawBuffers( renderTarget, framebuffer );
2308
-
2309
- }
2310
-
2311
- state.viewport( _currentViewport );
2312
- state.scissor( _currentScissor );
2313
- state.setScissorTest( _currentScissorTest );
2314
-
2315
- if ( isCube ) {
2316
-
2317
- const textureProperties = properties.get( renderTarget.texture );
2318
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
2319
-
2320
- } else if ( isRenderTarget3D ) {
2321
-
2322
- const textureProperties = properties.get( renderTarget.texture );
2323
- const layer = activeCubeFace || 0;
2324
- _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
2325
-
2326
- }
2327
-
2328
- _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
2329
-
2330
- };
2331
-
2332
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2333
-
2334
- if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2335
-
2336
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
2337
- return;
2338
-
2339
- }
2340
-
2341
- let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2342
-
2343
- if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
2344
-
2345
- framebuffer = framebuffer[ activeCubeFaceIndex ];
2346
-
2347
- }
2348
-
2349
- if ( framebuffer ) {
2350
-
2351
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2352
-
2353
- try {
2354
-
2355
- const texture = renderTarget.texture;
2356
- const textureFormat = texture.format;
2357
- const textureType = texture.type;
2358
-
2359
- if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2360
-
2361
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
2362
- return;
2363
-
2364
- }
2365
-
2366
- const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
2367
-
2368
- if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
2369
- ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
2370
- ! halfFloatSupportedByExt ) {
2371
-
2372
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
2373
- return;
2374
-
2375
- }
2376
-
2377
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
2378
-
2379
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2380
-
2381
- _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2382
-
2383
- }
2384
-
2385
- } finally {
2386
-
2387
- // restore framebuffer of current render target if necessary
2388
-
2389
- const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
2390
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2391
-
2392
- }
2393
-
2394
- }
2395
-
2396
- };
2397
-
2398
- this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
2399
-
2400
- const levelScale = Math.pow( 2, - level );
2401
- const width = Math.floor( texture.image.width * levelScale );
2402
- const height = Math.floor( texture.image.height * levelScale );
2403
-
2404
- textures.setTexture2D( texture, 0 );
2405
-
2406
- _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );
2407
-
2408
- state.unbindTexture();
2409
-
2410
- };
2411
-
2412
- this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
2413
-
2414
- const width = srcTexture.image.width;
2415
- const height = srcTexture.image.height;
2416
- const glFormat = utils.convert( dstTexture.format );
2417
- const glType = utils.convert( dstTexture.type );
2418
-
2419
- textures.setTexture2D( dstTexture, 0 );
2420
-
2421
- // As another texture upload may have changed pixelStorei
2422
- // parameters, make sure they are correct for the dstTexture
2423
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2424
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2425
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2426
-
2427
- if ( srcTexture.isDataTexture ) {
2428
-
2429
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
2430
-
2431
- } else {
2432
-
2433
- if ( srcTexture.isCompressedTexture ) {
2434
-
2435
- _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
2436
-
2437
- } else {
2438
-
2439
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
2440
-
2441
- }
2442
-
2443
- }
2444
-
2445
- // Generate mipmaps only when copying level 0
2446
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
2447
-
2448
- state.unbindTexture();
2449
-
2450
- };
2451
-
2452
- this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
2453
-
2454
- if ( _this.isWebGL1Renderer ) {
2455
-
2456
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
2457
- return;
2458
-
2459
- }
2460
-
2461
- const width = sourceBox.max.x - sourceBox.min.x + 1;
2462
- const height = sourceBox.max.y - sourceBox.min.y + 1;
2463
- const depth = sourceBox.max.z - sourceBox.min.z + 1;
2464
- const glFormat = utils.convert( dstTexture.format );
2465
- const glType = utils.convert( dstTexture.type );
2466
- let glTarget;
2467
-
2468
- if ( dstTexture.isData3DTexture ) {
2469
-
2470
- textures.setTexture3D( dstTexture, 0 );
2471
- glTarget = _gl.TEXTURE_3D;
2472
-
2473
- } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
2474
-
2475
- textures.setTexture2DArray( dstTexture, 0 );
2476
- glTarget = _gl.TEXTURE_2D_ARRAY;
2477
-
2478
- } else {
2479
-
2480
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
2481
- return;
2482
-
2483
- }
2484
-
2485
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2486
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2487
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2488
-
2489
- const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
2490
- const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
2491
- const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
2492
- const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
2493
- const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
2494
-
2495
- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
2496
-
2497
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
2498
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
2499
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
2500
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
2501
- _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
2502
-
2503
- if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
2504
-
2505
- _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
2506
-
2507
- } else {
2508
-
2509
- if ( srcTexture.isCompressedArrayTexture ) {
2510
-
2511
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
2512
- _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
2513
-
2514
- } else {
2515
-
2516
- _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
2517
-
2518
- }
2519
-
2520
- }
2521
-
2522
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
2523
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
2524
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
2525
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
2526
- _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
2527
-
2528
- // Generate mipmaps only when copying level 0
2529
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
2530
-
2531
- state.unbindTexture();
2532
-
2533
- };
2534
-
2535
- this.initTexture = function ( texture ) {
2536
-
2537
- if ( texture.isCubeTexture ) {
2538
-
2539
- textures.setTextureCube( texture, 0 );
2540
-
2541
- } else if ( texture.isData3DTexture ) {
2542
-
2543
- textures.setTexture3D( texture, 0 );
2544
-
2545
- } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2546
-
2547
- textures.setTexture2DArray( texture, 0 );
2548
-
2549
- } else {
2550
-
2551
- textures.setTexture2D( texture, 0 );
2552
-
2553
- }
2554
-
2555
- state.unbindTexture();
2556
-
2557
- };
2558
-
2559
- this.resetState = function () {
2560
-
2561
- _currentActiveCubeFace = 0;
2562
- _currentActiveMipmapLevel = 0;
2563
- _currentRenderTarget = null;
2564
-
2565
- state.reset();
2566
- bindingStates.reset();
2567
-
2568
- };
2569
-
2570
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
2571
-
2572
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
2573
-
2574
- }
2575
-
2576
- }
2577
-
2578
- get coordinateSystem() {
2579
-
2580
- return WebGLCoordinateSystem;
2581
-
2582
- }
2583
-
2584
- get outputColorSpace() {
2585
-
2586
- return this._outputColorSpace;
2587
-
2588
- }
2589
-
2590
- set outputColorSpace( colorSpace ) {
2591
-
2592
- this._outputColorSpace = colorSpace;
2593
-
2594
- const gl = this.getContext();
2595
- gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
2596
- gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
2597
-
2598
- }
2599
-
2600
- get outputEncoding() { // @deprecated, r152
2601
-
2602
- console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
2603
- return this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;
2604
-
2605
- }
2606
-
2607
- set outputEncoding( encoding ) { // @deprecated, r152
2608
-
2609
- console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
2610
- this.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;
2611
-
2612
- }
2613
-
2614
- get useLegacyLights() { // @deprecated, r155
2615
-
2616
- console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
2617
- return this._useLegacyLights;
2618
-
2619
- }
2620
-
2621
- set useLegacyLights( value ) { // @deprecated, r155
2622
-
2623
- console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
2624
- this._useLegacyLights = value;
2625
-
2626
- }
2627
-
2628
- }
2629
-
2630
-
2631
- export { WebGLRenderer };
1
+ import {
2
+ REVISION,
3
+ BackSide,
4
+ FrontSide,
5
+ DoubleSide,
6
+ RGBAFormat,
7
+ HalfFloatType,
8
+ FloatType,
9
+ UnsignedByteType,
10
+ NoToneMapping,
11
+ LinearMipmapLinearFilter,
12
+ SRGBColorSpace,
13
+ LinearSRGBColorSpace,
14
+ sRGBEncoding,
15
+ LinearEncoding,
16
+ RGBAIntegerFormat,
17
+ RGIntegerFormat,
18
+ RedIntegerFormat,
19
+ UnsignedIntType,
20
+ UnsignedShortType,
21
+ UnsignedInt248Type,
22
+ UnsignedShort4444Type,
23
+ UnsignedShort5551Type,
24
+ WebGLCoordinateSystem,
25
+ DisplayP3ColorSpace,
26
+ LinearDisplayP3ColorSpace
27
+ } from '../constants.js';
28
+ import { Color } from '../math/Color.js';
29
+ import { Frustum } from '../math/Frustum.js';
30
+ import { Matrix4 } from '../math/Matrix4.js';
31
+ import { Vector2 } from '../math/Vector2.js';
32
+ import { Vector3 } from '../math/Vector3.js';
33
+ import { Vector4 } from '../math/Vector4.js';
34
+ import { floorPowerOfTwo } from '../math/MathUtils.js';
35
+ import { WebGLAnimation } from './webgl/WebGLAnimation.js';
36
+ import { WebGLAttributes } from './webgl/WebGLAttributes.js';
37
+ import { WebGLBackground } from './webgl/WebGLBackground.js';
38
+ import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
39
+ import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
40
+ import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
41
+ import { WebGLClipping } from './webgl/WebGLClipping.js';
42
+ import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
43
+ import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
44
+ import { WebGLExtensions } from './webgl/WebGLExtensions.js';
45
+ import { WebGLGeometries } from './webgl/WebGLGeometries.js';
46
+ import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
47
+ import { WebGLInfo } from './webgl/WebGLInfo.js';
48
+ import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
49
+ import { WebGLObjects } from './webgl/WebGLObjects.js';
50
+ import { WebGLPrograms } from './webgl/WebGLPrograms.js';
51
+ import { WebGLProperties } from './webgl/WebGLProperties.js';
52
+ import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
53
+ import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
54
+ import { WebGLRenderTarget } from './WebGLRenderTarget.js';
55
+ import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
56
+ import { WebGLState } from './webgl/WebGLState.js';
57
+ import { WebGLTextures } from './webgl/WebGLTextures.js';
58
+ import { WebGLUniforms } from './webgl/WebGLUniforms.js';
59
+ import { WebGLUtils } from './webgl/WebGLUtils.js';
60
+ import { WebXRManager } from './webxr/WebXRManager.js';
61
+ import { WebGLMaterials } from './webgl/WebGLMaterials.js';
62
+ import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
63
+ import { createCanvasElement } from '../utils.js';
64
+ import { ColorManagement } from '../math/ColorManagement.js';
65
+
66
+ class WebGLRenderer {
67
+
68
+ constructor( parameters = {} ) {
69
+
70
+ const {
71
+ canvas = createCanvasElement(),
72
+ context = null,
73
+ depth = true,
74
+ stencil = true,
75
+ alpha = false,
76
+ antialias = false,
77
+ premultipliedAlpha = true,
78
+ preserveDrawingBuffer = false,
79
+ powerPreference = 'default',
80
+ failIfMajorPerformanceCaveat = false,
81
+ } = parameters;
82
+
83
+ this.isWebGLRenderer = true;
84
+
85
+ let _alpha;
86
+
87
+ if ( context !== null ) {
88
+
89
+ _alpha = context.getContextAttributes().alpha;
90
+
91
+ } else {
92
+
93
+ _alpha = alpha;
94
+
95
+ }
96
+
97
+ const uintClearColor = new Uint32Array( 4 );
98
+ const intClearColor = new Int32Array( 4 );
99
+
100
+ let currentRenderList = null;
101
+ let currentRenderState = null;
102
+
103
+ // render() can be called from within a callback triggered by another render.
104
+ // We track this so that the nested render call gets its list and state isolated from the parent render call.
105
+
106
+ const renderListStack = [];
107
+ const renderStateStack = [];
108
+
109
+ // public properties
110
+
111
+ this.domElement = canvas;
112
+
113
+ // Debug configuration container
114
+ this.debug = {
115
+
116
+ /**
117
+ * Enables error checking and reporting when shader programs are being compiled
118
+ * @type {boolean}
119
+ */
120
+ checkShaderErrors: true,
121
+ /**
122
+ * Callback for custom error reporting.
123
+ * @type {?Function}
124
+ */
125
+ onShaderError: null
126
+ };
127
+
128
+ // clearing
129
+
130
+ this.autoClear = true;
131
+ this.autoClearColor = true;
132
+ this.autoClearDepth = true;
133
+ this.autoClearStencil = true;
134
+
135
+ // scene graph
136
+
137
+ this.sortObjects = true;
138
+
139
+ // user-defined clipping
140
+
141
+ this.clippingPlanes = [];
142
+ this.localClippingEnabled = false;
143
+
144
+ // physically based shading
145
+
146
+ this._outputColorSpace = SRGBColorSpace;
147
+
148
+ // physical lights
149
+
150
+ this._useLegacyLights = false;
151
+
152
+ // tone mapping
153
+
154
+ this.toneMapping = NoToneMapping;
155
+ this.toneMappingExposure = 1.0;
156
+
157
+ // internal properties
158
+
159
+ const _this = this;
160
+
161
+ let _isContextLost = false;
162
+
163
+ // internal state cache
164
+
165
+ let _currentActiveCubeFace = 0;
166
+ let _currentActiveMipmapLevel = 0;
167
+ let _currentRenderTarget = null;
168
+ let _currentMaterialId = - 1;
169
+
170
+ let _currentCamera = null;
171
+
172
+ const _currentViewport = new Vector4();
173
+ const _currentScissor = new Vector4();
174
+ let _currentScissorTest = null;
175
+
176
+ const _currentClearColor = new Color( 0x000000 );
177
+ let _currentClearAlpha = 0;
178
+
179
+ //
180
+
181
+ let _width = canvas.width;
182
+ let _height = canvas.height;
183
+
184
+ let _pixelRatio = 1;
185
+ let _opaqueSort = null;
186
+ let _transparentSort = null;
187
+
188
+ const _viewport = new Vector4( 0, 0, _width, _height );
189
+ const _scissor = new Vector4( 0, 0, _width, _height );
190
+ let _scissorTest = false;
191
+
192
+ // frustum
193
+
194
+ const _frustum = new Frustum();
195
+
196
+ // clipping
197
+
198
+ let _clippingEnabled = false;
199
+ let _localClippingEnabled = false;
200
+
201
+ // transmission
202
+
203
+ let _transmissionRenderTarget = null;
204
+
205
+ // camera matrices cache
206
+
207
+ const _projScreenMatrix = new Matrix4();
208
+
209
+ const _vector2 = new Vector2();
210
+ const _vector3 = new Vector3();
211
+
212
+ const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
213
+
214
+ function getTargetPixelRatio() {
215
+
216
+ return _currentRenderTarget === null ? _pixelRatio : 1;
217
+
218
+ }
219
+
220
+ // initialize
221
+
222
+ let _gl = context;
223
+
224
+ function getContext( contextNames, contextAttributes ) {
225
+
226
+ for ( let i = 0; i < contextNames.length; i ++ ) {
227
+
228
+ const contextName = contextNames[ i ];
229
+ const context = canvas.getContext( contextName, contextAttributes );
230
+ if ( context !== null ) return context;
231
+
232
+ }
233
+
234
+ return null;
235
+
236
+ }
237
+
238
+ try {
239
+
240
+ const contextAttributes = {
241
+ alpha: true,
242
+ depth,
243
+ stencil,
244
+ antialias,
245
+ premultipliedAlpha,
246
+ preserveDrawingBuffer,
247
+ powerPreference,
248
+ failIfMajorPerformanceCaveat,
249
+ };
250
+
251
+ // OffscreenCanvas does not have setAttribute, see #22811
252
+ if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
253
+
254
+ // event listeners must be registered before WebGL context is created, see #12753
255
+ canvas.addEventListener( 'webglcontextlost', onContextLost, false );
256
+ canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
257
+ canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
258
+
259
+ if ( _gl === null ) {
260
+
261
+ const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
262
+
263
+ if ( _this.isWebGL1Renderer === true ) {
264
+
265
+ contextNames.shift();
266
+
267
+ }
268
+
269
+ _gl = getContext( contextNames, contextAttributes );
270
+
271
+ if ( _gl === null ) {
272
+
273
+ if ( getContext( contextNames ) ) {
274
+
275
+ throw new Error( 'Error creating WebGL context with your selected attributes.' );
276
+
277
+ } else {
278
+
279
+ throw new Error( 'Error creating WebGL context.' );
280
+
281
+ }
282
+
283
+ }
284
+
285
+ }
286
+
287
+ if ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153
288
+
289
+ console.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );
290
+
291
+ }
292
+
293
+ // Some experimental-webgl implementations do not have getShaderPrecisionFormat
294
+
295
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
296
+
297
+ _gl.getShaderPrecisionFormat = function () {
298
+
299
+ return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
300
+
301
+ };
302
+
303
+ }
304
+
305
+ } catch ( error ) {
306
+
307
+ console.error( 'THREE.WebGLRenderer: ' + error.message );
308
+ throw error;
309
+
310
+ }
311
+
312
+ let extensions, capabilities, state, info;
313
+ let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
314
+ let programCache, materials, renderLists, renderStates, clipping, shadowMap;
315
+
316
+ let background, morphtargets, bufferRenderer, indexedBufferRenderer;
317
+
318
+ let utils, bindingStates, uniformsGroups;
319
+
320
+ function initGLContext() {
321
+
322
+ extensions = new WebGLExtensions( _gl );
323
+
324
+ capabilities = new WebGLCapabilities( _gl, extensions, parameters );
325
+
326
+ extensions.init( capabilities );
327
+
328
+ utils = new WebGLUtils( _gl, extensions, capabilities );
329
+
330
+ state = new WebGLState( _gl, extensions, capabilities );
331
+
332
+ info = new WebGLInfo( _gl );
333
+ properties = new WebGLProperties();
334
+ textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
335
+ cubemaps = new WebGLCubeMaps( _this );
336
+ cubeuvmaps = new WebGLCubeUVMaps( _this );
337
+ attributes = new WebGLAttributes( _gl, capabilities );
338
+ bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
339
+ geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
340
+ objects = new WebGLObjects( _gl, geometries, attributes, info );
341
+ morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
342
+ clipping = new WebGLClipping( properties );
343
+ programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
344
+ materials = new WebGLMaterials( _this, properties );
345
+ renderLists = new WebGLRenderLists();
346
+ renderStates = new WebGLRenderStates( extensions, capabilities );
347
+ background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
348
+ shadowMap = new WebGLShadowMap( _this, objects, capabilities );
349
+ uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
350
+
351
+ bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
352
+ indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
353
+
354
+ info.programs = programCache.programs;
355
+
356
+ _this.capabilities = capabilities;
357
+ _this.extensions = extensions;
358
+ _this.properties = properties;
359
+ _this.renderLists = renderLists;
360
+ _this.shadowMap = shadowMap;
361
+ _this.state = state;
362
+ _this.info = info;
363
+
364
+ }
365
+
366
+ initGLContext();
367
+
368
+ // xr
369
+
370
+ const xr = new WebXRManager( _this, _gl );
371
+
372
+ this.xr = xr;
373
+
374
+ // API
375
+
376
+ this.getContext = function () {
377
+
378
+ return _gl;
379
+
380
+ };
381
+
382
+ this.getContextAttributes = function () {
383
+
384
+ return _gl.getContextAttributes();
385
+
386
+ };
387
+
388
+ this.forceContextLoss = function () {
389
+
390
+ const extension = extensions.get( 'WEBGL_lose_context' );
391
+ if ( extension ) extension.loseContext();
392
+
393
+ };
394
+
395
+ this.forceContextRestore = function () {
396
+
397
+ const extension = extensions.get( 'WEBGL_lose_context' );
398
+ if ( extension ) extension.restoreContext();
399
+
400
+ };
401
+
402
+ this.getPixelRatio = function () {
403
+
404
+ return _pixelRatio;
405
+
406
+ };
407
+
408
+ this.setPixelRatio = function ( value ) {
409
+
410
+ if ( value === undefined ) return;
411
+
412
+ _pixelRatio = value;
413
+
414
+ this.setSize( _width, _height, false );
415
+
416
+ };
417
+
418
+ this.getSize = function ( target ) {
419
+
420
+ return target.set( _width, _height );
421
+
422
+ };
423
+
424
+ this.setSize = function ( width, height, updateStyle = true ) {
425
+
426
+ if ( xr.isPresenting ) {
427
+
428
+ console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
429
+ return;
430
+
431
+ }
432
+
433
+ _width = width;
434
+ _height = height;
435
+
436
+ canvas.width = Math.floor( width * _pixelRatio );
437
+ canvas.height = Math.floor( height * _pixelRatio );
438
+
439
+ if ( updateStyle === true ) {
440
+
441
+ canvas.style.width = width + 'px';
442
+ canvas.style.height = height + 'px';
443
+
444
+ }
445
+
446
+ this.setViewport( 0, 0, width, height );
447
+
448
+ };
449
+
450
+ this.getDrawingBufferSize = function ( target ) {
451
+
452
+ return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
453
+
454
+ };
455
+
456
+ this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
457
+
458
+ _width = width;
459
+ _height = height;
460
+
461
+ _pixelRatio = pixelRatio;
462
+
463
+ canvas.width = Math.floor( width * pixelRatio );
464
+ canvas.height = Math.floor( height * pixelRatio );
465
+
466
+ this.setViewport( 0, 0, width, height );
467
+
468
+ };
469
+
470
+ this.getCurrentViewport = function ( target ) {
471
+
472
+ return target.copy( _currentViewport );
473
+
474
+ };
475
+
476
+ this.getViewport = function ( target ) {
477
+
478
+ return target.copy( _viewport );
479
+
480
+ };
481
+
482
+ this.setViewport = function ( x, y, width, height ) {
483
+
484
+ if ( x.isVector4 ) {
485
+
486
+ _viewport.set( x.x, x.y, x.z, x.w );
487
+
488
+ } else {
489
+
490
+ _viewport.set( x, y, width, height );
491
+
492
+ }
493
+
494
+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );
495
+
496
+ };
497
+
498
+ this.getScissor = function ( target ) {
499
+
500
+ return target.copy( _scissor );
501
+
502
+ };
503
+
504
+ this.setScissor = function ( x, y, width, height ) {
505
+
506
+ if ( x.isVector4 ) {
507
+
508
+ _scissor.set( x.x, x.y, x.z, x.w );
509
+
510
+ } else {
511
+
512
+ _scissor.set( x, y, width, height );
513
+
514
+ }
515
+
516
+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );
517
+
518
+ };
519
+
520
+ this.getScissorTest = function () {
521
+
522
+ return _scissorTest;
523
+
524
+ };
525
+
526
+ this.setScissorTest = function ( boolean ) {
527
+
528
+ state.setScissorTest( _scissorTest = boolean );
529
+
530
+ };
531
+
532
+ this.setOpaqueSort = function ( method ) {
533
+
534
+ _opaqueSort = method;
535
+
536
+ };
537
+
538
+ this.setTransparentSort = function ( method ) {
539
+
540
+ _transparentSort = method;
541
+
542
+ };
543
+
544
+ // Clearing
545
+
546
+ this.getClearColor = function ( target ) {
547
+
548
+ return target.copy( background.getClearColor() );
549
+
550
+ };
551
+
552
+ this.setClearColor = function () {
553
+
554
+ background.setClearColor.apply( background, arguments );
555
+
556
+ };
557
+
558
+ this.getClearAlpha = function () {
559
+
560
+ return background.getClearAlpha();
561
+
562
+ };
563
+
564
+ this.setClearAlpha = function () {
565
+
566
+ background.setClearAlpha.apply( background, arguments );
567
+
568
+ };
569
+
570
+ this.clear = function ( color = true, depth = true, stencil = true ) {
571
+
572
+ let bits = 0;
573
+
574
+ if ( color ) {
575
+
576
+ // check if we're trying to clear an integer target
577
+ let isIntegerFormat = false;
578
+ if ( _currentRenderTarget !== null ) {
579
+
580
+ const targetFormat = _currentRenderTarget.texture.format;
581
+ isIntegerFormat = targetFormat === RGBAIntegerFormat ||
582
+ targetFormat === RGIntegerFormat ||
583
+ targetFormat === RedIntegerFormat;
584
+
585
+ }
586
+
587
+ // use the appropriate clear functions to clear the target if it's a signed
588
+ // or unsigned integer target
589
+ if ( isIntegerFormat ) {
590
+
591
+ const targetType = _currentRenderTarget.texture.type;
592
+ const isUnsignedType = targetType === UnsignedByteType ||
593
+ targetType === UnsignedIntType ||
594
+ targetType === UnsignedShortType ||
595
+ targetType === UnsignedInt248Type ||
596
+ targetType === UnsignedShort4444Type ||
597
+ targetType === UnsignedShort5551Type;
598
+
599
+ const clearColor = background.getClearColor();
600
+ const a = background.getClearAlpha();
601
+ const r = clearColor.r;
602
+ const g = clearColor.g;
603
+ const b = clearColor.b;
604
+
605
+ if ( isUnsignedType ) {
606
+
607
+ uintClearColor[ 0 ] = r;
608
+ uintClearColor[ 1 ] = g;
609
+ uintClearColor[ 2 ] = b;
610
+ uintClearColor[ 3 ] = a;
611
+ _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
612
+
613
+ } else {
614
+
615
+ intClearColor[ 0 ] = r;
616
+ intClearColor[ 1 ] = g;
617
+ intClearColor[ 2 ] = b;
618
+ intClearColor[ 3 ] = a;
619
+ _gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
620
+
621
+ }
622
+
623
+ } else {
624
+
625
+ bits |= _gl.COLOR_BUFFER_BIT;
626
+
627
+ }
628
+
629
+ }
630
+
631
+ if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
632
+ if ( stencil ) {
633
+
634
+ bits |= _gl.STENCIL_BUFFER_BIT;
635
+ this.state.buffers.stencil.setMask( 0xffffffff );
636
+
637
+ }
638
+
639
+ _gl.clear( bits );
640
+
641
+ };
642
+
643
+ this.clearColor = function () {
644
+
645
+ this.clear( true, false, false );
646
+
647
+ };
648
+
649
+ this.clearDepth = function () {
650
+
651
+ this.clear( false, true, false );
652
+
653
+ };
654
+
655
+ this.clearStencil = function () {
656
+
657
+ this.clear( false, false, true );
658
+
659
+ };
660
+
661
+ //
662
+
663
+ this.dispose = function () {
664
+
665
+ canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
666
+ canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
667
+ canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
668
+
669
+ renderLists.dispose();
670
+ renderStates.dispose();
671
+ properties.dispose();
672
+ cubemaps.dispose();
673
+ cubeuvmaps.dispose();
674
+ objects.dispose();
675
+ bindingStates.dispose();
676
+ uniformsGroups.dispose();
677
+ programCache.dispose();
678
+
679
+ xr.dispose();
680
+
681
+ xr.removeEventListener( 'sessionstart', onXRSessionStart );
682
+ xr.removeEventListener( 'sessionend', onXRSessionEnd );
683
+
684
+ if ( _transmissionRenderTarget ) {
685
+
686
+ _transmissionRenderTarget.dispose();
687
+ _transmissionRenderTarget = null;
688
+
689
+ }
690
+
691
+ animation.stop();
692
+
693
+ };
694
+
695
+ // Events
696
+
697
+ function onContextLost( event ) {
698
+
699
+ event.preventDefault();
700
+
701
+ console.log( 'THREE.WebGLRenderer: Context Lost.' );
702
+
703
+ _isContextLost = true;
704
+
705
+ }
706
+
707
+ function onContextRestore( /* event */ ) {
708
+
709
+ console.log( 'THREE.WebGLRenderer: Context Restored.' );
710
+
711
+ _isContextLost = false;
712
+
713
+ const infoAutoReset = info.autoReset;
714
+ const shadowMapEnabled = shadowMap.enabled;
715
+ const shadowMapAutoUpdate = shadowMap.autoUpdate;
716
+ const shadowMapNeedsUpdate = shadowMap.needsUpdate;
717
+ const shadowMapType = shadowMap.type;
718
+
719
+ initGLContext();
720
+
721
+ info.autoReset = infoAutoReset;
722
+ shadowMap.enabled = shadowMapEnabled;
723
+ shadowMap.autoUpdate = shadowMapAutoUpdate;
724
+ shadowMap.needsUpdate = shadowMapNeedsUpdate;
725
+ shadowMap.type = shadowMapType;
726
+
727
+ }
728
+
729
+ function onContextCreationError( event ) {
730
+
731
+ console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
732
+
733
+ }
734
+
735
+ function onMaterialDispose( event ) {
736
+
737
+ const material = event.target;
738
+
739
+ material.removeEventListener( 'dispose', onMaterialDispose );
740
+
741
+ deallocateMaterial( material );
742
+
743
+ }
744
+
745
+ // Buffer deallocation
746
+
747
+ function deallocateMaterial( material ) {
748
+
749
+ releaseMaterialProgramReferences( material );
750
+
751
+ properties.remove( material );
752
+
753
+ }
754
+
755
+
756
+ function releaseMaterialProgramReferences( material ) {
757
+
758
+ const programs = properties.get( material ).programs;
759
+
760
+ if ( programs !== undefined ) {
761
+
762
+ programs.forEach( function ( program ) {
763
+
764
+ programCache.releaseProgram( program );
765
+
766
+ } );
767
+
768
+ if ( material.isShaderMaterial ) {
769
+
770
+ programCache.releaseShaderCache( material );
771
+
772
+ }
773
+
774
+ }
775
+
776
+ }
777
+
778
+ // Buffer rendering
779
+
780
+ this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
781
+
782
+ if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
783
+
784
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
785
+
786
+ const program = setProgram( camera, scene, geometry, material, object );
787
+
788
+ state.setMaterial( material, frontFaceCW );
789
+
790
+ //
791
+
792
+ let index = geometry.index;
793
+ let rangeFactor = 1;
794
+
795
+ if ( material.wireframe === true ) {
796
+
797
+ index = geometries.getWireframeAttribute( geometry );
798
+
799
+ if ( index === undefined ) return;
800
+
801
+ rangeFactor = 2;
802
+
803
+ }
804
+
805
+ //
806
+
807
+ const drawRange = geometry.drawRange;
808
+ const position = geometry.attributes.position;
809
+
810
+ let drawStart = drawRange.start * rangeFactor;
811
+ let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
812
+
813
+ if ( group !== null ) {
814
+
815
+ drawStart = Math.max( drawStart, group.start * rangeFactor );
816
+ drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
817
+
818
+ }
819
+
820
+ if ( index !== null ) {
821
+
822
+ drawStart = Math.max( drawStart, 0 );
823
+ drawEnd = Math.min( drawEnd, index.count );
824
+
825
+ } else if ( position !== undefined && position !== null ) {
826
+
827
+ drawStart = Math.max( drawStart, 0 );
828
+ drawEnd = Math.min( drawEnd, position.count );
829
+
830
+ }
831
+
832
+ const drawCount = drawEnd - drawStart;
833
+
834
+ if ( drawCount < 0 || drawCount === Infinity ) return;
835
+
836
+ //
837
+
838
+ bindingStates.setup( object, material, program, geometry, index );
839
+
840
+ let attribute;
841
+ let renderer = bufferRenderer;
842
+
843
+ if ( index !== null ) {
844
+
845
+ attribute = attributes.get( index );
846
+
847
+ renderer = indexedBufferRenderer;
848
+ renderer.setIndex( attribute );
849
+
850
+ }
851
+
852
+ //
853
+
854
+ if ( object.isMesh ) {
855
+
856
+ if ( material.wireframe === true ) {
857
+
858
+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
859
+ renderer.setMode( _gl.LINES );
860
+
861
+ } else {
862
+
863
+ renderer.setMode( _gl.TRIANGLES );
864
+
865
+ }
866
+
867
+ } else if ( object.isLine ) {
868
+
869
+ let lineWidth = material.linewidth;
870
+
871
+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
872
+
873
+ state.setLineWidth( lineWidth * getTargetPixelRatio() );
874
+
875
+ if ( object.isLineSegments ) {
876
+
877
+ renderer.setMode( _gl.LINES );
878
+
879
+ } else if ( object.isLineLoop ) {
880
+
881
+ renderer.setMode( _gl.LINE_LOOP );
882
+
883
+ } else {
884
+
885
+ renderer.setMode( _gl.LINE_STRIP );
886
+
887
+ }
888
+
889
+ } else if ( object.isPoints ) {
890
+
891
+ renderer.setMode( _gl.POINTS );
892
+
893
+ } else if ( object.isSprite ) {
894
+
895
+ renderer.setMode( _gl.TRIANGLES );
896
+
897
+ }
898
+
899
+ if ( object.isBatchedMesh ) {
900
+
901
+ renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
902
+
903
+ } else if ( object.isInstancedMesh ) {
904
+
905
+ renderer.renderInstances( drawStart, drawCount, object.count );
906
+
907
+ } else if ( geometry.isInstancedBufferGeometry ) {
908
+
909
+ const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
910
+ const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
911
+
912
+ renderer.renderInstances( drawStart, drawCount, instanceCount );
913
+
914
+ } else {
915
+
916
+ renderer.render( drawStart, drawCount );
917
+
918
+ }
919
+
920
+ };
921
+
922
+ // Compile
923
+
924
+ function prepareMaterial( material, scene, object ) {
925
+
926
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
927
+
928
+ material.side = BackSide;
929
+ material.needsUpdate = true;
930
+ getProgram( material, scene, object );
931
+
932
+ material.side = FrontSide;
933
+ material.needsUpdate = true;
934
+ getProgram( material, scene, object );
935
+
936
+ material.side = DoubleSide;
937
+
938
+ } else {
939
+
940
+ getProgram( material, scene, object );
941
+
942
+ }
943
+
944
+ }
945
+
946
+ this.compile = function ( scene, camera, targetScene = null ) {
947
+
948
+ if ( targetScene === null ) targetScene = scene;
949
+
950
+ currentRenderState = renderStates.get( targetScene );
951
+ currentRenderState.init();
952
+
953
+ renderStateStack.push( currentRenderState );
954
+
955
+ // gather lights from both the target scene and the new object that will be added to the scene.
956
+
957
+ targetScene.traverseVisible( function ( object ) {
958
+
959
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
960
+
961
+ currentRenderState.pushLight( object );
962
+
963
+ if ( object.castShadow ) {
964
+
965
+ currentRenderState.pushShadow( object );
966
+
967
+ }
968
+
969
+ }
970
+
971
+ } );
972
+
973
+ if ( scene !== targetScene ) {
974
+
975
+ scene.traverseVisible( function ( object ) {
976
+
977
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
978
+
979
+ currentRenderState.pushLight( object );
980
+
981
+ if ( object.castShadow ) {
982
+
983
+ currentRenderState.pushShadow( object );
984
+
985
+ }
986
+
987
+ }
988
+
989
+ } );
990
+
991
+ }
992
+
993
+ currentRenderState.setupLights( _this._useLegacyLights );
994
+
995
+ // Only initialize materials in the new scene, not the targetScene.
996
+
997
+ const materials = new Set();
998
+
999
+ scene.traverse( function ( object ) {
1000
+
1001
+ const material = object.material;
1002
+
1003
+ if ( material ) {
1004
+
1005
+ if ( Array.isArray( material ) ) {
1006
+
1007
+ for ( let i = 0; i < material.length; i ++ ) {
1008
+
1009
+ const material2 = material[ i ];
1010
+
1011
+ prepareMaterial( material2, targetScene, object );
1012
+ materials.add( material2 );
1013
+
1014
+ }
1015
+
1016
+ } else {
1017
+
1018
+ prepareMaterial( material, targetScene, object );
1019
+ materials.add( material );
1020
+
1021
+ }
1022
+
1023
+ }
1024
+
1025
+ } );
1026
+
1027
+ renderStateStack.pop();
1028
+ currentRenderState = null;
1029
+
1030
+ return materials;
1031
+
1032
+ };
1033
+
1034
+ // compileAsync
1035
+
1036
+ this.compileAsync = function ( scene, camera, targetScene = null ) {
1037
+
1038
+ const materials = this.compile( scene, camera, targetScene );
1039
+
1040
+ // Wait for all the materials in the new object to indicate that they're
1041
+ // ready to be used before resolving the promise.
1042
+
1043
+ return new Promise( ( resolve ) => {
1044
+
1045
+ function checkMaterialsReady() {
1046
+
1047
+ materials.forEach( function ( material ) {
1048
+
1049
+ const materialProperties = properties.get( material );
1050
+ const program = materialProperties.currentProgram;
1051
+
1052
+ if ( program.isReady() ) {
1053
+
1054
+ // remove any programs that report they're ready to use from the list
1055
+ materials.delete( material );
1056
+
1057
+ }
1058
+
1059
+ } );
1060
+
1061
+ // once the list of compiling materials is empty, call the callback
1062
+
1063
+ if ( materials.size === 0 ) {
1064
+
1065
+ resolve( scene );
1066
+ return;
1067
+
1068
+ }
1069
+
1070
+ // if some materials are still not ready, wait a bit and check again
1071
+
1072
+ setTimeout( checkMaterialsReady, 10 );
1073
+
1074
+ }
1075
+
1076
+ if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
1077
+
1078
+ // If we can check the compilation status of the materials without
1079
+ // blocking then do so right away.
1080
+
1081
+ checkMaterialsReady();
1082
+
1083
+ } else {
1084
+
1085
+ // Otherwise start by waiting a bit to give the materials we just
1086
+ // initialized a chance to finish.
1087
+
1088
+ setTimeout( checkMaterialsReady, 10 );
1089
+
1090
+ }
1091
+
1092
+ } );
1093
+
1094
+ };
1095
+
1096
+ // Animation Loop
1097
+
1098
+ let onAnimationFrameCallback = null;
1099
+
1100
+ function onAnimationFrame( time ) {
1101
+
1102
+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1103
+
1104
+ }
1105
+
1106
+ function onXRSessionStart() {
1107
+
1108
+ animation.stop();
1109
+
1110
+ }
1111
+
1112
+ function onXRSessionEnd() {
1113
+
1114
+ animation.start();
1115
+
1116
+ }
1117
+
1118
+ const animation = new WebGLAnimation();
1119
+ animation.setAnimationLoop( onAnimationFrame );
1120
+
1121
+ if ( typeof self !== 'undefined' ) animation.setContext( self );
1122
+
1123
+ this.setAnimationLoop = function ( callback ) {
1124
+
1125
+ onAnimationFrameCallback = callback;
1126
+ xr.setAnimationLoop( callback );
1127
+
1128
+ ( callback === null ) ? animation.stop() : animation.start();
1129
+
1130
+ };
1131
+
1132
+ xr.addEventListener( 'sessionstart', onXRSessionStart );
1133
+ xr.addEventListener( 'sessionend', onXRSessionEnd );
1134
+
1135
+ // Rendering
1136
+
1137
+ this.render = function ( scene, camera ) {
1138
+
1139
+ if ( camera !== undefined && camera.isCamera !== true ) {
1140
+
1141
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
1142
+ return;
1143
+
1144
+ }
1145
+
1146
+ if ( _isContextLost === true ) return;
1147
+
1148
+ // update scene graph
1149
+
1150
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
1151
+
1152
+ // update camera matrices and frustum
1153
+
1154
+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
1155
+
1156
+ if ( xr.enabled === true && xr.isPresenting === true ) {
1157
+
1158
+ if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
1159
+
1160
+ camera = xr.getCamera(); // use XR camera for rendering
1161
+
1162
+ }
1163
+
1164
+ //
1165
+ if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
1166
+
1167
+ currentRenderState = renderStates.get( scene, renderStateStack.length );
1168
+ currentRenderState.init();
1169
+
1170
+ renderStateStack.push( currentRenderState );
1171
+
1172
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1173
+ _frustum.setFromProjectionMatrix( _projScreenMatrix );
1174
+
1175
+ _localClippingEnabled = this.localClippingEnabled;
1176
+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
1177
+
1178
+ currentRenderList = renderLists.get( scene, renderListStack.length );
1179
+ currentRenderList.init();
1180
+
1181
+ renderListStack.push( currentRenderList );
1182
+
1183
+ projectObject( scene, camera, 0, _this.sortObjects );
1184
+
1185
+ currentRenderList.finish();
1186
+
1187
+ if ( _this.sortObjects === true ) {
1188
+
1189
+ currentRenderList.sort( _opaqueSort, _transparentSort );
1190
+
1191
+ }
1192
+
1193
+ //
1194
+
1195
+ this.info.render.frame ++;
1196
+
1197
+ if ( _clippingEnabled === true ) clipping.beginShadows();
1198
+
1199
+ const shadowsArray = currentRenderState.state.shadowsArray;
1200
+
1201
+ shadowMap.render( shadowsArray, scene, camera );
1202
+
1203
+ if ( _clippingEnabled === true ) clipping.endShadows();
1204
+
1205
+ //
1206
+
1207
+ if ( this.info.autoReset === true ) this.info.reset();
1208
+
1209
+
1210
+ //
1211
+
1212
+ if ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {
1213
+
1214
+ background.render( currentRenderList, scene );
1215
+
1216
+ }
1217
+
1218
+ // render scene
1219
+
1220
+ currentRenderState.setupLights( _this._useLegacyLights );
1221
+
1222
+ if ( camera.isArrayCamera ) {
1223
+
1224
+ const cameras = camera.cameras;
1225
+
1226
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1227
+
1228
+ const camera2 = cameras[ i ];
1229
+
1230
+ renderScene( currentRenderList, scene, camera2, camera2.viewport );
1231
+
1232
+ }
1233
+
1234
+ } else {
1235
+
1236
+ renderScene( currentRenderList, scene, camera );
1237
+
1238
+ }
1239
+
1240
+ //
1241
+
1242
+ if ( _currentRenderTarget !== null ) {
1243
+
1244
+ // resolve multisample renderbuffers to a single-sample texture if necessary
1245
+
1246
+ textures.updateMultisampleRenderTarget( _currentRenderTarget );
1247
+
1248
+ // Generate mipmap if we're using any kind of mipmap filtering
1249
+
1250
+ textures.updateRenderTargetMipmap( _currentRenderTarget );
1251
+
1252
+ }
1253
+
1254
+ //
1255
+
1256
+ if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
1257
+
1258
+ // _gl.finish();
1259
+
1260
+ bindingStates.resetDefaultState();
1261
+ _currentMaterialId = - 1;
1262
+ _currentCamera = null;
1263
+
1264
+ renderStateStack.pop();
1265
+
1266
+ if ( renderStateStack.length > 0 ) {
1267
+
1268
+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
1269
+
1270
+ } else {
1271
+
1272
+ currentRenderState = null;
1273
+
1274
+ }
1275
+
1276
+ renderListStack.pop();
1277
+
1278
+ if ( renderListStack.length > 0 ) {
1279
+
1280
+ currentRenderList = renderListStack[ renderListStack.length - 1 ];
1281
+
1282
+ } else {
1283
+
1284
+ currentRenderList = null;
1285
+
1286
+ }
1287
+
1288
+ };
1289
+
1290
+ function projectObject( object, camera, groupOrder, sortObjects ) {
1291
+
1292
+ if ( object.visible === false ) return;
1293
+
1294
+ const visible = object.layers.test( camera.layers );
1295
+
1296
+ if ( visible ) {
1297
+
1298
+ if ( object.isGroup ) {
1299
+
1300
+ groupOrder = object.renderOrder;
1301
+
1302
+ } else if ( object.isLOD ) {
1303
+
1304
+ if ( object.autoUpdate === true ) object.update( camera );
1305
+
1306
+ } else if ( object.isLight ) {
1307
+
1308
+ currentRenderState.pushLight( object );
1309
+
1310
+ if ( object.castShadow ) {
1311
+
1312
+ currentRenderState.pushShadow( object );
1313
+
1314
+ }
1315
+
1316
+ } else if ( object.isSprite ) {
1317
+
1318
+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1319
+
1320
+ if ( sortObjects ) {
1321
+
1322
+ _vector3.setFromMatrixPosition( object.matrixWorld )
1323
+ .applyMatrix4( _projScreenMatrix );
1324
+
1325
+ }
1326
+
1327
+ const geometry = objects.update( object );
1328
+ const material = object.material;
1329
+
1330
+ if ( material.visible ) {
1331
+
1332
+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1333
+
1334
+ }
1335
+
1336
+ }
1337
+
1338
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
1339
+
1340
+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1341
+
1342
+ const geometry = objects.update( object );
1343
+ const material = object.material;
1344
+
1345
+ if ( sortObjects ) {
1346
+
1347
+ if ( object.boundingSphere !== undefined ) {
1348
+
1349
+ if ( object.boundingSphere === null ) object.computeBoundingSphere();
1350
+ _vector3.copy( object.boundingSphere.center );
1351
+
1352
+ } else {
1353
+
1354
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
1355
+ _vector3.copy( geometry.boundingSphere.center );
1356
+
1357
+ }
1358
+
1359
+ _vector3
1360
+ .applyMatrix4( object.matrixWorld )
1361
+ .applyMatrix4( _projScreenMatrix );
1362
+
1363
+ }
1364
+
1365
+ if ( Array.isArray( material ) ) {
1366
+
1367
+ const groups = geometry.groups;
1368
+
1369
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
1370
+
1371
+ const group = groups[ i ];
1372
+ const groupMaterial = material[ group.materialIndex ];
1373
+
1374
+ if ( groupMaterial && groupMaterial.visible ) {
1375
+
1376
+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1377
+
1378
+ }
1379
+
1380
+ }
1381
+
1382
+ } else if ( material.visible ) {
1383
+
1384
+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1385
+
1386
+ }
1387
+
1388
+ }
1389
+
1390
+ }
1391
+
1392
+ }
1393
+
1394
+ const children = object.children;
1395
+
1396
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
1397
+
1398
+ projectObject( children[ i ], camera, groupOrder, sortObjects );
1399
+
1400
+ }
1401
+
1402
+ }
1403
+
1404
+ function renderScene( currentRenderList, scene, camera, viewport ) {
1405
+
1406
+ const opaqueObjects = currentRenderList.opaque;
1407
+ const transmissiveObjects = currentRenderList.transmissive;
1408
+ const transparentObjects = currentRenderList.transparent;
1409
+
1410
+ currentRenderState.setupLightsView( camera );
1411
+
1412
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
1413
+
1414
+ if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
1415
+
1416
+ if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
1417
+
1418
+ if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
1419
+ if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
1420
+ if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
1421
+
1422
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
1423
+
1424
+ state.buffers.depth.setTest( true );
1425
+ state.buffers.depth.setMask( true );
1426
+ state.buffers.color.setMask( true );
1427
+
1428
+ state.setPolygonOffset( false );
1429
+
1430
+ }
1431
+
1432
+ function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
1433
+
1434
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1435
+
1436
+ if ( overrideMaterial !== null ) {
1437
+
1438
+ return;
1439
+
1440
+ }
1441
+
1442
+ const isWebGL2 = capabilities.isWebGL2;
1443
+
1444
+ if ( _transmissionRenderTarget === null ) {
1445
+
1446
+ _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
1447
+ generateMipmaps: true,
1448
+ type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
1449
+ minFilter: LinearMipmapLinearFilter,
1450
+ samples: ( isWebGL2 ) ? 4 : 0
1451
+ } );
1452
+
1453
+ // debug
1454
+
1455
+ /*
1456
+ const geometry = new PlaneGeometry();
1457
+ const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
1458
+
1459
+ const mesh = new Mesh( geometry, material );
1460
+ scene.add( mesh );
1461
+ */
1462
+
1463
+ }
1464
+
1465
+ _this.getDrawingBufferSize( _vector2 );
1466
+
1467
+ if ( isWebGL2 ) {
1468
+
1469
+ _transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
1470
+
1471
+ } else {
1472
+
1473
+ _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );
1474
+
1475
+ }
1476
+
1477
+ //
1478
+
1479
+ const currentRenderTarget = _this.getRenderTarget();
1480
+ _this.setRenderTarget( _transmissionRenderTarget );
1481
+
1482
+ _this.getClearColor( _currentClearColor );
1483
+ _currentClearAlpha = _this.getClearAlpha();
1484
+ if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
1485
+
1486
+ _this.clear();
1487
+
1488
+ // Turn off the features which can affect the frag color for opaque objects pass.
1489
+ // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
1490
+ const currentToneMapping = _this.toneMapping;
1491
+ _this.toneMapping = NoToneMapping;
1492
+
1493
+ renderObjects( opaqueObjects, scene, camera );
1494
+
1495
+ textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1496
+ textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1497
+
1498
+ let renderTargetNeedsUpdate = false;
1499
+
1500
+ for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
1501
+
1502
+ const renderItem = transmissiveObjects[ i ];
1503
+
1504
+ const object = renderItem.object;
1505
+ const geometry = renderItem.geometry;
1506
+ const material = renderItem.material;
1507
+ const group = renderItem.group;
1508
+
1509
+ if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
1510
+
1511
+ const currentSide = material.side;
1512
+
1513
+ material.side = BackSide;
1514
+ material.needsUpdate = true;
1515
+
1516
+ renderObject( object, scene, camera, geometry, material, group );
1517
+
1518
+ material.side = currentSide;
1519
+ material.needsUpdate = true;
1520
+
1521
+ renderTargetNeedsUpdate = true;
1522
+
1523
+ }
1524
+
1525
+ }
1526
+
1527
+ if ( renderTargetNeedsUpdate === true ) {
1528
+
1529
+ textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1530
+ textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1531
+
1532
+ }
1533
+
1534
+ _this.setRenderTarget( currentRenderTarget );
1535
+
1536
+ _this.setClearColor( _currentClearColor, _currentClearAlpha );
1537
+
1538
+ _this.toneMapping = currentToneMapping;
1539
+
1540
+ }
1541
+
1542
+ function renderObjects( renderList, scene, camera ) {
1543
+
1544
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1545
+
1546
+ for ( let i = 0, l = renderList.length; i < l; i ++ ) {
1547
+
1548
+ const renderItem = renderList[ i ];
1549
+
1550
+ const object = renderItem.object;
1551
+ const geometry = renderItem.geometry;
1552
+ const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
1553
+ const group = renderItem.group;
1554
+
1555
+ if ( object.layers.test( camera.layers ) ) {
1556
+
1557
+ renderObject( object, scene, camera, geometry, material, group );
1558
+
1559
+ }
1560
+
1561
+ }
1562
+
1563
+ }
1564
+
1565
+ function renderObject( object, scene, camera, geometry, material, group ) {
1566
+
1567
+ object.onBeforeRender( _this, scene, camera, geometry, material, group );
1568
+
1569
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
1570
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
1571
+
1572
+ material.onBeforeRender( _this, scene, camera, geometry, object, group );
1573
+
1574
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
1575
+
1576
+ material.side = BackSide;
1577
+ material.needsUpdate = true;
1578
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1579
+
1580
+ material.side = FrontSide;
1581
+ material.needsUpdate = true;
1582
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1583
+
1584
+ material.side = DoubleSide;
1585
+
1586
+ } else {
1587
+
1588
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1589
+
1590
+ }
1591
+
1592
+ object.onAfterRender( _this, scene, camera, geometry, material, group );
1593
+
1594
+ }
1595
+
1596
+ function getProgram( material, scene, object ) {
1597
+
1598
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1599
+
1600
+ const materialProperties = properties.get( material );
1601
+
1602
+ const lights = currentRenderState.state.lights;
1603
+ const shadowsArray = currentRenderState.state.shadowsArray;
1604
+
1605
+ const lightsStateVersion = lights.state.version;
1606
+
1607
+ const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
1608
+ const programCacheKey = programCache.getProgramCacheKey( parameters );
1609
+
1610
+ let programs = materialProperties.programs;
1611
+
1612
+ // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
1613
+
1614
+ materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
1615
+ materialProperties.fog = scene.fog;
1616
+ materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
1617
+ materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
1618
+
1619
+ if ( programs === undefined ) {
1620
+
1621
+ // new material
1622
+
1623
+ material.addEventListener( 'dispose', onMaterialDispose );
1624
+
1625
+ programs = new Map();
1626
+ materialProperties.programs = programs;
1627
+
1628
+ }
1629
+
1630
+ let program = programs.get( programCacheKey );
1631
+
1632
+ if ( program !== undefined ) {
1633
+
1634
+ // early out if program and light state is identical
1635
+
1636
+ if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
1637
+
1638
+ updateCommonMaterialProperties( material, parameters );
1639
+
1640
+ return program;
1641
+
1642
+ }
1643
+
1644
+ } else {
1645
+
1646
+ parameters.uniforms = programCache.getUniforms( material );
1647
+
1648
+ material.onBuild( object, parameters, _this );
1649
+
1650
+ material.onBeforeCompile( parameters, _this );
1651
+
1652
+ program = programCache.acquireProgram( parameters, programCacheKey );
1653
+ programs.set( programCacheKey, program );
1654
+
1655
+ materialProperties.uniforms = parameters.uniforms;
1656
+
1657
+ }
1658
+
1659
+ const uniforms = materialProperties.uniforms;
1660
+
1661
+ if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
1662
+
1663
+ uniforms.clippingPlanes = clipping.uniform;
1664
+
1665
+ }
1666
+
1667
+ updateCommonMaterialProperties( material, parameters );
1668
+
1669
+ // store the light setup it was created for
1670
+
1671
+ materialProperties.needsLights = materialNeedsLights( material );
1672
+ materialProperties.lightsStateVersion = lightsStateVersion;
1673
+
1674
+ if ( materialProperties.needsLights ) {
1675
+
1676
+ // wire up the material to this renderer's lighting state
1677
+
1678
+ uniforms.ambientLightColor.value = lights.state.ambient;
1679
+ uniforms.lightProbe.value = lights.state.probe;
1680
+ uniforms.directionalLights.value = lights.state.directional;
1681
+ uniforms.directionalLightShadows.value = lights.state.directionalShadow;
1682
+ uniforms.spotLights.value = lights.state.spot;
1683
+ uniforms.spotLightShadows.value = lights.state.spotShadow;
1684
+ uniforms.rectAreaLights.value = lights.state.rectArea;
1685
+ uniforms.ltc_1.value = lights.state.rectAreaLTC1;
1686
+ uniforms.ltc_2.value = lights.state.rectAreaLTC2;
1687
+ uniforms.pointLights.value = lights.state.point;
1688
+ uniforms.pointLightShadows.value = lights.state.pointShadow;
1689
+ uniforms.hemisphereLights.value = lights.state.hemi;
1690
+
1691
+ uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
1692
+ uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
1693
+ uniforms.spotShadowMap.value = lights.state.spotShadowMap;
1694
+ uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
1695
+ uniforms.spotLightMap.value = lights.state.spotLightMap;
1696
+ uniforms.pointShadowMap.value = lights.state.pointShadowMap;
1697
+ uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1698
+ // TODO (abelnation): add area lights shadow info to uniforms
1699
+
1700
+ }
1701
+
1702
+ materialProperties.currentProgram = program;
1703
+ materialProperties.uniformsList = null;
1704
+
1705
+ return program;
1706
+
1707
+ }
1708
+
1709
+ function getUniformList( materialProperties ) {
1710
+
1711
+ if ( materialProperties.uniformsList === null ) {
1712
+
1713
+ const progUniforms = materialProperties.currentProgram.getUniforms();
1714
+ materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
1715
+
1716
+ }
1717
+
1718
+ return materialProperties.uniformsList;
1719
+
1720
+ }
1721
+
1722
+ function updateCommonMaterialProperties( material, parameters ) {
1723
+
1724
+ const materialProperties = properties.get( material );
1725
+
1726
+ materialProperties.outputColorSpace = parameters.outputColorSpace;
1727
+ materialProperties.batching = parameters.batching;
1728
+ materialProperties.instancing = parameters.instancing;
1729
+ materialProperties.instancingColor = parameters.instancingColor;
1730
+ materialProperties.instancingMorph = parameters.instancingMorph;
1731
+ materialProperties.skinning = parameters.skinning;
1732
+ materialProperties.morphTargets = parameters.morphTargets;
1733
+ materialProperties.morphNormals = parameters.morphNormals;
1734
+ materialProperties.morphColors = parameters.morphColors;
1735
+ materialProperties.morphTargetsCount = parameters.morphTargetsCount;
1736
+ materialProperties.numClippingPlanes = parameters.numClippingPlanes;
1737
+ materialProperties.numIntersection = parameters.numClipIntersection;
1738
+ materialProperties.vertexAlphas = parameters.vertexAlphas;
1739
+ materialProperties.vertexTangents = parameters.vertexTangents;
1740
+ materialProperties.toneMapping = parameters.toneMapping;
1741
+
1742
+ }
1743
+
1744
+ function setProgram( camera, scene, geometry, material, object ) {
1745
+
1746
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1747
+
1748
+ textures.resetTextureUnits();
1749
+
1750
+ const fog = scene.fog;
1751
+ const environment = material.isMeshStandardMaterial ? scene.environment : null;
1752
+ const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
1753
+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
1754
+ const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
1755
+ const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
1756
+ const morphTargets = !! geometry.morphAttributes.position;
1757
+ const morphNormals = !! geometry.morphAttributes.normal;
1758
+ const morphColors = !! geometry.morphAttributes.color;
1759
+
1760
+ let toneMapping = NoToneMapping;
1761
+
1762
+ if ( material.toneMapped ) {
1763
+
1764
+ if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
1765
+
1766
+ toneMapping = _this.toneMapping;
1767
+
1768
+ }
1769
+
1770
+ }
1771
+
1772
+ const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
1773
+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
1774
+
1775
+ const materialProperties = properties.get( material );
1776
+ const lights = currentRenderState.state.lights;
1777
+
1778
+ if ( _clippingEnabled === true ) {
1779
+
1780
+ if ( _localClippingEnabled === true || camera !== _currentCamera ) {
1781
+
1782
+ const useCache =
1783
+ camera === _currentCamera &&
1784
+ material.id === _currentMaterialId;
1785
+
1786
+ // we might want to call this function with some ClippingGroup
1787
+ // object instead of the material, once it becomes feasible
1788
+ // (#8465, #8379)
1789
+ clipping.setState( material, camera, useCache );
1790
+
1791
+ }
1792
+
1793
+ }
1794
+
1795
+ //
1796
+
1797
+ let needsProgramChange = false;
1798
+
1799
+ if ( material.version === materialProperties.__version ) {
1800
+
1801
+ if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
1802
+
1803
+ needsProgramChange = true;
1804
+
1805
+ } else if ( materialProperties.outputColorSpace !== colorSpace ) {
1806
+
1807
+ needsProgramChange = true;
1808
+
1809
+ } else if ( object.isBatchedMesh && materialProperties.batching === false ) {
1810
+
1811
+ needsProgramChange = true;
1812
+
1813
+ } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
1814
+
1815
+ needsProgramChange = true;
1816
+
1817
+ } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
1818
+
1819
+ needsProgramChange = true;
1820
+
1821
+ } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
1822
+
1823
+ needsProgramChange = true;
1824
+
1825
+ } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
1826
+
1827
+ needsProgramChange = true;
1828
+
1829
+ } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
1830
+
1831
+ needsProgramChange = true;
1832
+
1833
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
1834
+
1835
+ needsProgramChange = true;
1836
+
1837
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
1838
+
1839
+ needsProgramChange = true;
1840
+
1841
+ } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {
1842
+
1843
+ needsProgramChange = true;
1844
+
1845
+ } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {
1846
+
1847
+ needsProgramChange = true;
1848
+
1849
+ } else if ( materialProperties.envMap !== envMap ) {
1850
+
1851
+ needsProgramChange = true;
1852
+
1853
+ } else if ( material.fog === true && materialProperties.fog !== fog ) {
1854
+
1855
+ needsProgramChange = true;
1856
+
1857
+ } else if ( materialProperties.numClippingPlanes !== undefined &&
1858
+ ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
1859
+ materialProperties.numIntersection !== clipping.numIntersection ) ) {
1860
+
1861
+ needsProgramChange = true;
1862
+
1863
+ } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
1864
+
1865
+ needsProgramChange = true;
1866
+
1867
+ } else if ( materialProperties.vertexTangents !== vertexTangents ) {
1868
+
1869
+ needsProgramChange = true;
1870
+
1871
+ } else if ( materialProperties.morphTargets !== morphTargets ) {
1872
+
1873
+ needsProgramChange = true;
1874
+
1875
+ } else if ( materialProperties.morphNormals !== morphNormals ) {
1876
+
1877
+ needsProgramChange = true;
1878
+
1879
+ } else if ( materialProperties.morphColors !== morphColors ) {
1880
+
1881
+ needsProgramChange = true;
1882
+
1883
+ } else if ( materialProperties.toneMapping !== toneMapping ) {
1884
+
1885
+ needsProgramChange = true;
1886
+
1887
+ } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
1888
+
1889
+ needsProgramChange = true;
1890
+
1891
+ }
1892
+
1893
+ } else {
1894
+
1895
+ needsProgramChange = true;
1896
+ materialProperties.__version = material.version;
1897
+
1898
+ }
1899
+
1900
+ //
1901
+
1902
+ let program = materialProperties.currentProgram;
1903
+
1904
+ if ( needsProgramChange === true ) {
1905
+
1906
+ program = getProgram( material, scene, object );
1907
+
1908
+ }
1909
+
1910
+ let refreshProgram = false;
1911
+ let refreshMaterial = false;
1912
+ let refreshLights = false;
1913
+
1914
+ const p_uniforms = program.getUniforms(),
1915
+ m_uniforms = materialProperties.uniforms;
1916
+
1917
+ if ( state.useProgram( program.program ) ) {
1918
+
1919
+ refreshProgram = true;
1920
+ refreshMaterial = true;
1921
+ refreshLights = true;
1922
+
1923
+ }
1924
+
1925
+ if ( material.id !== _currentMaterialId ) {
1926
+
1927
+ _currentMaterialId = material.id;
1928
+
1929
+ refreshMaterial = true;
1930
+
1931
+ }
1932
+
1933
+ if ( refreshProgram || _currentCamera !== camera ) {
1934
+
1935
+ // common camera uniforms
1936
+
1937
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
1938
+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1939
+
1940
+ const uCamPos = p_uniforms.map.cameraPosition;
1941
+
1942
+ if ( uCamPos !== undefined ) {
1943
+
1944
+ uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
1945
+
1946
+ }
1947
+
1948
+ if ( capabilities.logarithmicDepthBuffer ) {
1949
+
1950
+ p_uniforms.setValue( _gl, 'logDepthBufFC',
1951
+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1952
+
1953
+ }
1954
+
1955
+ // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
1956
+
1957
+ if ( material.isMeshPhongMaterial ||
1958
+ material.isMeshToonMaterial ||
1959
+ material.isMeshLambertMaterial ||
1960
+ material.isMeshBasicMaterial ||
1961
+ material.isMeshStandardMaterial ||
1962
+ material.isShaderMaterial ) {
1963
+
1964
+ p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
1965
+
1966
+ }
1967
+
1968
+ if ( _currentCamera !== camera ) {
1969
+
1970
+ _currentCamera = camera;
1971
+
1972
+ // lighting uniforms depend on the camera so enforce an update
1973
+ // now, in case this material supports lights - or later, when
1974
+ // the next material that does gets activated:
1975
+
1976
+ refreshMaterial = true; // set to true on material change
1977
+ refreshLights = true; // remains set until update done
1978
+
1979
+ }
1980
+
1981
+ }
1982
+
1983
+ // skinning and morph target uniforms must be set even if material didn't change
1984
+ // auto-setting of texture unit for bone and morph texture must go before other textures
1985
+ // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
1986
+
1987
+ if ( object.isSkinnedMesh ) {
1988
+
1989
+ p_uniforms.setOptional( _gl, object, 'bindMatrix' );
1990
+ p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1991
+
1992
+ const skeleton = object.skeleton;
1993
+
1994
+ if ( skeleton ) {
1995
+
1996
+ if ( capabilities.floatVertexTextures ) {
1997
+
1998
+ if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
1999
+
2000
+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
2001
+
2002
+ } else {
2003
+
2004
+ console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );
2005
+
2006
+ }
2007
+
2008
+ }
2009
+
2010
+ }
2011
+
2012
+ if ( object.isBatchedMesh ) {
2013
+
2014
+ p_uniforms.setOptional( _gl, object, 'batchingTexture' );
2015
+ p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
2016
+
2017
+ }
2018
+
2019
+ const morphAttributes = geometry.morphAttributes;
2020
+
2021
+ if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {
2022
+
2023
+ morphtargets.update( object, geometry, program );
2024
+
2025
+ }
2026
+
2027
+ if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
2028
+
2029
+ materialProperties.receiveShadow = object.receiveShadow;
2030
+ p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
2031
+
2032
+ }
2033
+
2034
+ // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
2035
+
2036
+ if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
2037
+
2038
+ m_uniforms.envMap.value = envMap;
2039
+
2040
+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
2041
+
2042
+ }
2043
+
2044
+ if ( refreshMaterial ) {
2045
+
2046
+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
2047
+
2048
+ if ( materialProperties.needsLights ) {
2049
+
2050
+ // the current material requires lighting info
2051
+
2052
+ // note: all lighting uniforms are always set correctly
2053
+ // they simply reference the renderer's state for their
2054
+ // values
2055
+ //
2056
+ // use the current material's .needsUpdate flags to set
2057
+ // the GL state when required
2058
+
2059
+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
2060
+
2061
+ }
2062
+
2063
+ // refresh uniforms common to several materials
2064
+
2065
+ if ( fog && material.fog === true ) {
2066
+
2067
+ materials.refreshFogUniforms( m_uniforms, fog );
2068
+
2069
+ }
2070
+
2071
+ materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
2072
+
2073
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2074
+
2075
+ }
2076
+
2077
+ if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
2078
+
2079
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2080
+ material.uniformsNeedUpdate = false;
2081
+
2082
+ }
2083
+
2084
+ if ( material.isSpriteMaterial ) {
2085
+
2086
+ p_uniforms.setValue( _gl, 'center', object.center );
2087
+
2088
+ }
2089
+
2090
+ // common matrices
2091
+
2092
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
2093
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
2094
+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
2095
+
2096
+ // UBOs
2097
+
2098
+ if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
2099
+
2100
+ const groups = material.uniformsGroups;
2101
+
2102
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
2103
+
2104
+ if ( capabilities.isWebGL2 ) {
2105
+
2106
+ const group = groups[ i ];
2107
+
2108
+ uniformsGroups.update( group, program );
2109
+ uniformsGroups.bind( group, program );
2110
+
2111
+ } else {
2112
+
2113
+ console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );
2114
+
2115
+ }
2116
+
2117
+ }
2118
+
2119
+ }
2120
+
2121
+ return program;
2122
+
2123
+ }
2124
+
2125
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
2126
+
2127
+ function markUniformsLightsNeedsUpdate( uniforms, value ) {
2128
+
2129
+ uniforms.ambientLightColor.needsUpdate = value;
2130
+ uniforms.lightProbe.needsUpdate = value;
2131
+
2132
+ uniforms.directionalLights.needsUpdate = value;
2133
+ uniforms.directionalLightShadows.needsUpdate = value;
2134
+ uniforms.pointLights.needsUpdate = value;
2135
+ uniforms.pointLightShadows.needsUpdate = value;
2136
+ uniforms.spotLights.needsUpdate = value;
2137
+ uniforms.spotLightShadows.needsUpdate = value;
2138
+ uniforms.rectAreaLights.needsUpdate = value;
2139
+ uniforms.hemisphereLights.needsUpdate = value;
2140
+
2141
+ }
2142
+
2143
+ function materialNeedsLights( material ) {
2144
+
2145
+ return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
2146
+ material.isMeshStandardMaterial || material.isShadowMaterial ||
2147
+ ( material.isShaderMaterial && material.lights === true );
2148
+
2149
+ }
2150
+
2151
+ this.getActiveCubeFace = function () {
2152
+
2153
+ return _currentActiveCubeFace;
2154
+
2155
+ };
2156
+
2157
+ this.getActiveMipmapLevel = function () {
2158
+
2159
+ return _currentActiveMipmapLevel;
2160
+
2161
+ };
2162
+
2163
+ this.getRenderTarget = function () {
2164
+
2165
+ return _currentRenderTarget;
2166
+
2167
+ };
2168
+
2169
+ this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
2170
+
2171
+ properties.get( renderTarget.texture ).__webglTexture = colorTexture;
2172
+ properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
2173
+
2174
+ const renderTargetProperties = properties.get( renderTarget );
2175
+ renderTargetProperties.__hasExternalTextures = true;
2176
+
2177
+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
2178
+
2179
+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
2180
+
2181
+ // The multisample_render_to_texture extension doesn't work properly if there
2182
+ // are midframe flushes and an external depth buffer. Disable use of the extension.
2183
+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
2184
+
2185
+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
2186
+ renderTargetProperties.__useRenderToTexture = false;
2187
+
2188
+ }
2189
+
2190
+ }
2191
+
2192
+ };
2193
+
2194
+ this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
2195
+
2196
+ const renderTargetProperties = properties.get( renderTarget );
2197
+ renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
2198
+ renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
2199
+
2200
+ };
2201
+
2202
+ this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
2203
+
2204
+ _currentRenderTarget = renderTarget;
2205
+ _currentActiveCubeFace = activeCubeFace;
2206
+ _currentActiveMipmapLevel = activeMipmapLevel;
2207
+
2208
+ let useDefaultFramebuffer = true;
2209
+ let framebuffer = null;
2210
+ let isCube = false;
2211
+ let isRenderTarget3D = false;
2212
+
2213
+ if ( renderTarget ) {
2214
+
2215
+ const renderTargetProperties = properties.get( renderTarget );
2216
+
2217
+ if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
2218
+
2219
+ // We need to make sure to rebind the framebuffer.
2220
+ state.bindFramebuffer( _gl.FRAMEBUFFER, null );
2221
+ useDefaultFramebuffer = false;
2222
+
2223
+ } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
2224
+
2225
+ textures.setupRenderTarget( renderTarget );
2226
+
2227
+ } else if ( renderTargetProperties.__hasExternalTextures ) {
2228
+
2229
+ // Color and depth texture must be rebound in order for the swapchain to update.
2230
+ textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
2231
+
2232
+ }
2233
+
2234
+ const texture = renderTarget.texture;
2235
+
2236
+ if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2237
+
2238
+ isRenderTarget3D = true;
2239
+
2240
+ }
2241
+
2242
+ const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
2243
+
2244
+ if ( renderTarget.isWebGLCubeRenderTarget ) {
2245
+
2246
+ if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
2247
+
2248
+ framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
2249
+
2250
+ } else {
2251
+
2252
+ framebuffer = __webglFramebuffer[ activeCubeFace ];
2253
+
2254
+ }
2255
+
2256
+ isCube = true;
2257
+
2258
+ } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
2259
+
2260
+ framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
2261
+
2262
+ } else {
2263
+
2264
+ if ( Array.isArray( __webglFramebuffer ) ) {
2265
+
2266
+ framebuffer = __webglFramebuffer[ activeMipmapLevel ];
2267
+
2268
+ } else {
2269
+
2270
+ framebuffer = __webglFramebuffer;
2271
+
2272
+ }
2273
+
2274
+ }
2275
+
2276
+ _currentViewport.copy( renderTarget.viewport );
2277
+ _currentScissor.copy( renderTarget.scissor );
2278
+ _currentScissorTest = renderTarget.scissorTest;
2279
+
2280
+ } else {
2281
+
2282
+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
2283
+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2284
+ _currentScissorTest = _scissorTest;
2285
+
2286
+ }
2287
+
2288
+ const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2289
+
2290
+ if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
2291
+
2292
+ state.drawBuffers( renderTarget, framebuffer );
2293
+
2294
+ }
2295
+
2296
+ state.viewport( _currentViewport );
2297
+ state.scissor( _currentScissor );
2298
+ state.setScissorTest( _currentScissorTest );
2299
+
2300
+ if ( isCube ) {
2301
+
2302
+ const textureProperties = properties.get( renderTarget.texture );
2303
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
2304
+
2305
+ } else if ( isRenderTarget3D ) {
2306
+
2307
+ const textureProperties = properties.get( renderTarget.texture );
2308
+ const layer = activeCubeFace || 0;
2309
+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
2310
+
2311
+ }
2312
+
2313
+ _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
2314
+
2315
+ };
2316
+
2317
+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2318
+
2319
+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2320
+
2321
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
2322
+ return;
2323
+
2324
+ }
2325
+
2326
+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2327
+
2328
+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
2329
+
2330
+ framebuffer = framebuffer[ activeCubeFaceIndex ];
2331
+
2332
+ }
2333
+
2334
+ if ( framebuffer ) {
2335
+
2336
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2337
+
2338
+ try {
2339
+
2340
+ const texture = renderTarget.texture;
2341
+ const textureFormat = texture.format;
2342
+ const textureType = texture.type;
2343
+
2344
+ if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2345
+
2346
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
2347
+ return;
2348
+
2349
+ }
2350
+
2351
+ const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
2352
+
2353
+ if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
2354
+ ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
2355
+ ! halfFloatSupportedByExt ) {
2356
+
2357
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
2358
+ return;
2359
+
2360
+ }
2361
+
2362
+ // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
2363
+
2364
+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2365
+
2366
+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2367
+
2368
+ }
2369
+
2370
+ } finally {
2371
+
2372
+ // restore framebuffer of current render target if necessary
2373
+
2374
+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
2375
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2376
+
2377
+ }
2378
+
2379
+ }
2380
+
2381
+ };
2382
+
2383
+ this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
2384
+
2385
+ const levelScale = Math.pow( 2, - level );
2386
+ const width = Math.floor( texture.image.width * levelScale );
2387
+ const height = Math.floor( texture.image.height * levelScale );
2388
+
2389
+ textures.setTexture2D( texture, 0 );
2390
+
2391
+ _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );
2392
+
2393
+ state.unbindTexture();
2394
+
2395
+ };
2396
+
2397
+ this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
2398
+
2399
+ const width = srcTexture.image.width;
2400
+ const height = srcTexture.image.height;
2401
+ const glFormat = utils.convert( dstTexture.format );
2402
+ const glType = utils.convert( dstTexture.type );
2403
+
2404
+ textures.setTexture2D( dstTexture, 0 );
2405
+
2406
+ // As another texture upload may have changed pixelStorei
2407
+ // parameters, make sure they are correct for the dstTexture
2408
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2409
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2410
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2411
+
2412
+ if ( srcTexture.isDataTexture ) {
2413
+
2414
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
2415
+
2416
+ } else {
2417
+
2418
+ if ( srcTexture.isCompressedTexture ) {
2419
+
2420
+ _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
2421
+
2422
+ } else {
2423
+
2424
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
2425
+
2426
+ }
2427
+
2428
+ }
2429
+
2430
+ // Generate mipmaps only when copying level 0
2431
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
2432
+
2433
+ state.unbindTexture();
2434
+
2435
+ };
2436
+
2437
+ this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
2438
+
2439
+ if ( _this.isWebGL1Renderer ) {
2440
+
2441
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
2442
+ return;
2443
+
2444
+ }
2445
+
2446
+ const width = Math.round( sourceBox.max.x - sourceBox.min.x );
2447
+ const height = Math.round( sourceBox.max.y - sourceBox.min.y );
2448
+ const depth = sourceBox.max.z - sourceBox.min.z + 1;
2449
+ const glFormat = utils.convert( dstTexture.format );
2450
+ const glType = utils.convert( dstTexture.type );
2451
+ let glTarget;
2452
+
2453
+ if ( dstTexture.isData3DTexture ) {
2454
+
2455
+ textures.setTexture3D( dstTexture, 0 );
2456
+ glTarget = _gl.TEXTURE_3D;
2457
+
2458
+ } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
2459
+
2460
+ textures.setTexture2DArray( dstTexture, 0 );
2461
+ glTarget = _gl.TEXTURE_2D_ARRAY;
2462
+
2463
+ } else {
2464
+
2465
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
2466
+ return;
2467
+
2468
+ }
2469
+
2470
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2471
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2472
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2473
+
2474
+ const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
2475
+ const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
2476
+ const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
2477
+ const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
2478
+ const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
2479
+
2480
+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
2481
+
2482
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
2483
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
2484
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
2485
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
2486
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
2487
+
2488
+ if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
2489
+
2490
+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
2491
+
2492
+ } else {
2493
+
2494
+ if ( dstTexture.isCompressedArrayTexture ) {
2495
+
2496
+ _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
2497
+
2498
+ } else {
2499
+
2500
+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
2501
+
2502
+ }
2503
+
2504
+ }
2505
+
2506
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
2507
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
2508
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
2509
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
2510
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
2511
+
2512
+ // Generate mipmaps only when copying level 0
2513
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
2514
+
2515
+ state.unbindTexture();
2516
+
2517
+ };
2518
+
2519
+ this.initTexture = function ( texture ) {
2520
+
2521
+ if ( texture.isCubeTexture ) {
2522
+
2523
+ textures.setTextureCube( texture, 0 );
2524
+
2525
+ } else if ( texture.isData3DTexture ) {
2526
+
2527
+ textures.setTexture3D( texture, 0 );
2528
+
2529
+ } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2530
+
2531
+ textures.setTexture2DArray( texture, 0 );
2532
+
2533
+ } else {
2534
+
2535
+ textures.setTexture2D( texture, 0 );
2536
+
2537
+ }
2538
+
2539
+ state.unbindTexture();
2540
+
2541
+ };
2542
+
2543
+ this.resetState = function () {
2544
+
2545
+ _currentActiveCubeFace = 0;
2546
+ _currentActiveMipmapLevel = 0;
2547
+ _currentRenderTarget = null;
2548
+
2549
+ state.reset();
2550
+ bindingStates.reset();
2551
+
2552
+ };
2553
+
2554
+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
2555
+
2556
+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
2557
+
2558
+ }
2559
+
2560
+ }
2561
+
2562
+ get coordinateSystem() {
2563
+
2564
+ return WebGLCoordinateSystem;
2565
+
2566
+ }
2567
+
2568
+ get outputColorSpace() {
2569
+
2570
+ return this._outputColorSpace;
2571
+
2572
+ }
2573
+
2574
+ set outputColorSpace( colorSpace ) {
2575
+
2576
+ this._outputColorSpace = colorSpace;
2577
+
2578
+ const gl = this.getContext();
2579
+ gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
2580
+ gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
2581
+
2582
+ }
2583
+
2584
+ get outputEncoding() { // @deprecated, r152
2585
+
2586
+ console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
2587
+ return this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;
2588
+
2589
+ }
2590
+
2591
+ set outputEncoding( encoding ) { // @deprecated, r152
2592
+
2593
+ console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
2594
+ this.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;
2595
+
2596
+ }
2597
+
2598
+ get useLegacyLights() { // @deprecated, r155
2599
+
2600
+ console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
2601
+ return this._useLegacyLights;
2602
+
2603
+ }
2604
+
2605
+ set useLegacyLights( value ) { // @deprecated, r155
2606
+
2607
+ console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
2608
+ this._useLegacyLights = value;
2609
+
2610
+ }
2611
+
2612
+ }
2613
+
2614
+
2615
+ export { WebGLRenderer };