@piwitests/server 0.24.0 → 0.26.0

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Files changed (2476) hide show
  1. package/.output/nitro.json +1 -1
  2. package/.output/public/_nuxt/3HmftUHT.js +1 -0
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  2436. package/.output/server/node_modules/three/src/renderers/webgl/WebGLCapabilities.js +0 -123
  2437. package/.output/server/node_modules/three/src/renderers/webgl/WebGLClipping.js +0 -167
  2438. package/.output/server/node_modules/three/src/renderers/webgl/WebGLCubeMaps.js +0 -103
  2439. package/.output/server/node_modules/three/src/renderers/webgl/WebGLCubeUVMaps.js +0 -117
  2440. package/.output/server/node_modules/three/src/renderers/webgl/WebGLExtensions.js +0 -96
  2441. package/.output/server/node_modules/three/src/renderers/webgl/WebGLGeometries.js +0 -195
  2442. package/.output/server/node_modules/three/src/renderers/webgl/WebGLIndexedBufferRenderer.js +0 -71
  2443. package/.output/server/node_modules/three/src/renderers/webgl/WebGLInfo.js +0 -72
  2444. package/.output/server/node_modules/three/src/renderers/webgl/WebGLLights.js +0 -551
  2445. package/.output/server/node_modules/three/src/renderers/webgl/WebGLMaterials.js +0 -792
  2446. package/.output/server/node_modules/three/src/renderers/webgl/WebGLMorphtargets.js +0 -283
  2447. package/.output/server/node_modules/three/src/renderers/webgl/WebGLObjects.js +0 -72
  2448. package/.output/server/node_modules/three/src/renderers/webgl/WebGLProgram.js +0 -897
  2449. package/.output/server/node_modules/three/src/renderers/webgl/WebGLPrograms.js +0 -432
  2450. package/.output/server/node_modules/three/src/renderers/webgl/WebGLProperties.js +0 -48
  2451. package/.output/server/node_modules/three/src/renderers/webgl/WebGLRenderLists.js +0 -247
  2452. package/.output/server/node_modules/three/src/renderers/webgl/WebGLRenderStates.js +0 -106
  2453. package/.output/server/node_modules/three/src/renderers/webgl/WebGLShader.js +0 -12
  2454. package/.output/server/node_modules/three/src/renderers/webgl/WebGLShadowMap.js +0 -381
  2455. package/.output/server/node_modules/three/src/renderers/webgl/WebGLState.js +0 -1083
  2456. package/.output/server/node_modules/three/src/renderers/webgl/WebGLTextures.js +0 -1530
  2457. package/.output/server/node_modules/three/src/renderers/webgl/WebGLUniforms.js +0 -1019
  2458. package/.output/server/node_modules/three/src/renderers/webgl/WebGLUtils.js +0 -197
  2459. package/.output/server/node_modules/three/src/renderers/webxr/WebXRController.js +0 -299
  2460. package/.output/server/node_modules/three/src/renderers/webxr/WebXRManager.js +0 -684
  2461. package/.output/server/node_modules/three/src/scenes/Scene.js +0 -58
  2462. package/.output/server/node_modules/three/src/textures/CubeTexture.js +0 -33
  2463. package/.output/server/node_modules/three/src/textures/DataTexture2DArray.js +0 -29
  2464. package/.output/server/node_modules/three/src/textures/DataTexture3D.js +0 -37
  2465. package/.output/server/node_modules/three/src/textures/DepthTexture.js +0 -36
  2466. package/.output/server/node_modules/three/src/textures/Texture.js +0 -377
  2467. package/.output/server/node_modules/three/src/utils.js +0 -93
  2468. package/.output/server/node_modules/throttle-debounce/esm/index.js +0 -162
  2469. package/.output/server/node_modules/throttle-debounce/esm/package.json +0 -1
  2470. package/.output/server/node_modules/throttle-debounce/package.json +0 -98
  2471. package/.output/server/node_modules/topojson-client/dist/topojson-client.js +0 -508
  2472. package/.output/server/node_modules/topojson-client/package.json +0 -49
  2473. package/.output/server/node_modules/tslib/modules/index.js +0 -70
  2474. package/.output/server/node_modules/tslib/modules/package.json +0 -3
  2475. package/.output/server/node_modules/tslib/package.json +0 -47
  2476. package/.output/server/node_modules/tslib/tslib.js +0 -484
@@ -1,2217 +0,0 @@
1
- import {
2
- REVISION,
3
- BackSide,
4
- DoubleSide,
5
- FrontSide,
6
- RGBAFormat,
7
- HalfFloatType,
8
- FloatType,
9
- UnsignedByteType,
10
- LinearEncoding,
11
- NoToneMapping,
12
- LinearMipmapLinearFilter,
13
- NearestFilter,
14
- ClampToEdgeWrapping
15
- } from '../constants.js';
16
- import { Frustum } from '../math/Frustum.js';
17
- import { Matrix4 } from '../math/Matrix4.js';
18
- import { Vector3 } from '../math/Vector3.js';
19
- import { Vector4 } from '../math/Vector4.js';
20
- import { WebGLAnimation } from './webgl/WebGLAnimation.js';
21
- import { WebGLAttributes } from './webgl/WebGLAttributes.js';
22
- import { WebGLBackground } from './webgl/WebGLBackground.js';
23
- import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
24
- import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
25
- import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
26
- import { WebGLClipping } from './webgl/WebGLClipping.js';
27
- import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
28
- import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
29
- import { WebGLExtensions } from './webgl/WebGLExtensions.js';
30
- import { WebGLGeometries } from './webgl/WebGLGeometries.js';
31
- import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
32
- import { WebGLInfo } from './webgl/WebGLInfo.js';
33
- import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
34
- import { WebGLMultisampleRenderTarget } from './WebGLMultisampleRenderTarget.js';
35
- import { WebGLObjects } from './webgl/WebGLObjects.js';
36
- import { WebGLPrograms } from './webgl/WebGLPrograms.js';
37
- import { WebGLProperties } from './webgl/WebGLProperties.js';
38
- import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
39
- import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
40
- import { WebGLRenderTarget } from './WebGLRenderTarget.js';
41
- import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
42
- import { WebGLState } from './webgl/WebGLState.js';
43
- import { WebGLTextures } from './webgl/WebGLTextures.js';
44
- import { WebGLUniforms } from './webgl/WebGLUniforms.js';
45
- import { WebGLUtils } from './webgl/WebGLUtils.js';
46
- import { WebXRManager } from './webxr/WebXRManager.js';
47
- import { WebGLMaterials } from './webgl/WebGLMaterials.js';
48
- import { createElementNS } from '../utils.js';
49
-
50
- function createCanvasElement() {
51
-
52
- const canvas = createElementNS( 'canvas' );
53
- canvas.style.display = 'block';
54
- return canvas;
55
-
56
- }
57
-
58
- function WebGLRenderer( parameters = {} ) {
59
-
60
- const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
61
- _context = parameters.context !== undefined ? parameters.context : null,
62
-
63
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
64
- _depth = parameters.depth !== undefined ? parameters.depth : true,
65
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
66
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
67
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
68
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
69
- _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
70
- _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
71
-
72
- let currentRenderList = null;
73
- let currentRenderState = null;
74
-
75
- // render() can be called from within a callback triggered by another render.
76
- // We track this so that the nested render call gets its list and state isolated from the parent render call.
77
-
78
- const renderListStack = [];
79
- const renderStateStack = [];
80
-
81
- // public properties
82
-
83
- this.domElement = _canvas;
84
-
85
- // Debug configuration container
86
- this.debug = {
87
-
88
- /**
89
- * Enables error checking and reporting when shader programs are being compiled
90
- * @type {boolean}
91
- */
92
- checkShaderErrors: true
93
- };
94
-
95
- // clearing
96
-
97
- this.autoClear = true;
98
- this.autoClearColor = true;
99
- this.autoClearDepth = true;
100
- this.autoClearStencil = true;
101
-
102
- // scene graph
103
-
104
- this.sortObjects = true;
105
-
106
- // user-defined clipping
107
-
108
- this.clippingPlanes = [];
109
- this.localClippingEnabled = false;
110
-
111
- // physically based shading
112
-
113
- this.gammaFactor = 2.0; // for backwards compatibility
114
- this.outputEncoding = LinearEncoding;
115
-
116
- // physical lights
117
-
118
- this.physicallyCorrectLights = false;
119
-
120
- // tone mapping
121
-
122
- this.toneMapping = NoToneMapping;
123
- this.toneMappingExposure = 1.0;
124
-
125
- // internal properties
126
-
127
- const _this = this;
128
-
129
- let _isContextLost = false;
130
-
131
- // internal state cache
132
-
133
- let _currentActiveCubeFace = 0;
134
- let _currentActiveMipmapLevel = 0;
135
- let _currentRenderTarget = null;
136
- let _currentMaterialId = - 1;
137
-
138
- let _currentCamera = null;
139
-
140
- const _currentViewport = new Vector4();
141
- const _currentScissor = new Vector4();
142
- let _currentScissorTest = null;
143
-
144
- //
145
-
146
- let _width = _canvas.width;
147
- let _height = _canvas.height;
148
-
149
- let _pixelRatio = 1;
150
- let _opaqueSort = null;
151
- let _transparentSort = null;
152
-
153
- const _viewport = new Vector4( 0, 0, _width, _height );
154
- const _scissor = new Vector4( 0, 0, _width, _height );
155
- let _scissorTest = false;
156
-
157
- //
158
-
159
- const _currentDrawBuffers = [];
160
-
161
- // frustum
162
-
163
- const _frustum = new Frustum();
164
-
165
- // clipping
166
-
167
- let _clippingEnabled = false;
168
- let _localClippingEnabled = false;
169
-
170
- // transmission
171
-
172
- let _transmissionRenderTarget = null;
173
-
174
- // camera matrices cache
175
-
176
- const _projScreenMatrix = new Matrix4();
177
-
178
- const _vector3 = new Vector3();
179
-
180
- const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
181
-
182
- function getTargetPixelRatio() {
183
-
184
- return _currentRenderTarget === null ? _pixelRatio : 1;
185
-
186
- }
187
-
188
- // initialize
189
-
190
- let _gl = _context;
191
-
192
- function getContext( contextNames, contextAttributes ) {
193
-
194
- for ( let i = 0; i < contextNames.length; i ++ ) {
195
-
196
- const contextName = contextNames[ i ];
197
- const context = _canvas.getContext( contextName, contextAttributes );
198
- if ( context !== null ) return context;
199
-
200
- }
201
-
202
- return null;
203
-
204
- }
205
-
206
- try {
207
-
208
- const contextAttributes = {
209
- alpha: _alpha,
210
- depth: _depth,
211
- stencil: _stencil,
212
- antialias: _antialias,
213
- premultipliedAlpha: _premultipliedAlpha,
214
- preserveDrawingBuffer: _preserveDrawingBuffer,
215
- powerPreference: _powerPreference,
216
- failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
217
- };
218
-
219
- // OffscreenCanvas does not have setAttribute, see #22811
220
- if ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
221
-
222
- // event listeners must be registered before WebGL context is created, see #12753
223
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
224
- _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
225
-
226
- if ( _gl === null ) {
227
-
228
- const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
229
-
230
- if ( _this.isWebGL1Renderer === true ) {
231
-
232
- contextNames.shift();
233
-
234
- }
235
-
236
- _gl = getContext( contextNames, contextAttributes );
237
-
238
- if ( _gl === null ) {
239
-
240
- if ( getContext( contextNames ) ) {
241
-
242
- throw new Error( 'Error creating WebGL context with your selected attributes.' );
243
-
244
- } else {
245
-
246
- throw new Error( 'Error creating WebGL context.' );
247
-
248
- }
249
-
250
- }
251
-
252
- }
253
-
254
- // Some experimental-webgl implementations do not have getShaderPrecisionFormat
255
-
256
- if ( _gl.getShaderPrecisionFormat === undefined ) {
257
-
258
- _gl.getShaderPrecisionFormat = function () {
259
-
260
- return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
261
-
262
- };
263
-
264
- }
265
-
266
- } catch ( error ) {
267
-
268
- console.error( 'THREE.WebGLRenderer: ' + error.message );
269
- throw error;
270
-
271
- }
272
-
273
- let extensions, capabilities, state, info;
274
- let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
275
- let programCache, materials, renderLists, renderStates, clipping, shadowMap;
276
-
277
- let background, morphtargets, bufferRenderer, indexedBufferRenderer;
278
-
279
- let utils, bindingStates;
280
-
281
- function initGLContext() {
282
-
283
- extensions = new WebGLExtensions( _gl );
284
-
285
- capabilities = new WebGLCapabilities( _gl, extensions, parameters );
286
-
287
- extensions.init( capabilities );
288
-
289
- utils = new WebGLUtils( _gl, extensions, capabilities );
290
-
291
- state = new WebGLState( _gl, extensions, capabilities );
292
-
293
- _currentDrawBuffers[ 0 ] = _gl.BACK;
294
-
295
- info = new WebGLInfo( _gl );
296
- properties = new WebGLProperties();
297
- textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
298
- cubemaps = new WebGLCubeMaps( _this );
299
- cubeuvmaps = new WebGLCubeUVMaps( _this );
300
- attributes = new WebGLAttributes( _gl, capabilities );
301
- bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
302
- geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
303
- objects = new WebGLObjects( _gl, geometries, attributes, info );
304
- morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
305
- clipping = new WebGLClipping( properties );
306
- programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
307
- materials = new WebGLMaterials( properties );
308
- renderLists = new WebGLRenderLists( properties );
309
- renderStates = new WebGLRenderStates( extensions, capabilities );
310
- background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
311
- shadowMap = new WebGLShadowMap( _this, objects, capabilities );
312
-
313
- bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
314
- indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
315
-
316
- info.programs = programCache.programs;
317
-
318
- _this.capabilities = capabilities;
319
- _this.extensions = extensions;
320
- _this.properties = properties;
321
- _this.renderLists = renderLists;
322
- _this.shadowMap = shadowMap;
323
- _this.state = state;
324
- _this.info = info;
325
-
326
- }
327
-
328
- initGLContext();
329
-
330
- // xr
331
-
332
- const xr = new WebXRManager( _this, _gl );
333
-
334
- this.xr = xr;
335
-
336
- // API
337
-
338
- this.getContext = function () {
339
-
340
- return _gl;
341
-
342
- };
343
-
344
- this.getContextAttributes = function () {
345
-
346
- return _gl.getContextAttributes();
347
-
348
- };
349
-
350
- this.forceContextLoss = function () {
351
-
352
- const extension = extensions.get( 'WEBGL_lose_context' );
353
- if ( extension ) extension.loseContext();
354
-
355
- };
356
-
357
- this.forceContextRestore = function () {
358
-
359
- const extension = extensions.get( 'WEBGL_lose_context' );
360
- if ( extension ) extension.restoreContext();
361
-
362
- };
363
-
364
- this.getPixelRatio = function () {
365
-
366
- return _pixelRatio;
367
-
368
- };
369
-
370
- this.setPixelRatio = function ( value ) {
371
-
372
- if ( value === undefined ) return;
373
-
374
- _pixelRatio = value;
375
-
376
- this.setSize( _width, _height, false );
377
-
378
- };
379
-
380
- this.getSize = function ( target ) {
381
-
382
- return target.set( _width, _height );
383
-
384
- };
385
-
386
- this.setSize = function ( width, height, updateStyle ) {
387
-
388
- if ( xr.isPresenting ) {
389
-
390
- console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
391
- return;
392
-
393
- }
394
-
395
- _width = width;
396
- _height = height;
397
-
398
- _canvas.width = Math.floor( width * _pixelRatio );
399
- _canvas.height = Math.floor( height * _pixelRatio );
400
-
401
- if ( updateStyle !== false ) {
402
-
403
- _canvas.style.width = width + 'px';
404
- _canvas.style.height = height + 'px';
405
-
406
- }
407
-
408
- this.setViewport( 0, 0, width, height );
409
-
410
- };
411
-
412
- this.getDrawingBufferSize = function ( target ) {
413
-
414
- return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
415
-
416
- };
417
-
418
- this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
419
-
420
- _width = width;
421
- _height = height;
422
-
423
- _pixelRatio = pixelRatio;
424
-
425
- _canvas.width = Math.floor( width * pixelRatio );
426
- _canvas.height = Math.floor( height * pixelRatio );
427
-
428
- this.setViewport( 0, 0, width, height );
429
-
430
- };
431
-
432
- this.getCurrentViewport = function ( target ) {
433
-
434
- return target.copy( _currentViewport );
435
-
436
- };
437
-
438
- this.getViewport = function ( target ) {
439
-
440
- return target.copy( _viewport );
441
-
442
- };
443
-
444
- this.setViewport = function ( x, y, width, height ) {
445
-
446
- if ( x.isVector4 ) {
447
-
448
- _viewport.set( x.x, x.y, x.z, x.w );
449
-
450
- } else {
451
-
452
- _viewport.set( x, y, width, height );
453
-
454
- }
455
-
456
- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
457
-
458
- };
459
-
460
- this.getScissor = function ( target ) {
461
-
462
- return target.copy( _scissor );
463
-
464
- };
465
-
466
- this.setScissor = function ( x, y, width, height ) {
467
-
468
- if ( x.isVector4 ) {
469
-
470
- _scissor.set( x.x, x.y, x.z, x.w );
471
-
472
- } else {
473
-
474
- _scissor.set( x, y, width, height );
475
-
476
- }
477
-
478
- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
479
-
480
- };
481
-
482
- this.getScissorTest = function () {
483
-
484
- return _scissorTest;
485
-
486
- };
487
-
488
- this.setScissorTest = function ( boolean ) {
489
-
490
- state.setScissorTest( _scissorTest = boolean );
491
-
492
- };
493
-
494
- this.setOpaqueSort = function ( method ) {
495
-
496
- _opaqueSort = method;
497
-
498
- };
499
-
500
- this.setTransparentSort = function ( method ) {
501
-
502
- _transparentSort = method;
503
-
504
- };
505
-
506
- // Clearing
507
-
508
- this.getClearColor = function ( target ) {
509
-
510
- return target.copy( background.getClearColor() );
511
-
512
- };
513
-
514
- this.setClearColor = function () {
515
-
516
- background.setClearColor.apply( background, arguments );
517
-
518
- };
519
-
520
- this.getClearAlpha = function () {
521
-
522
- return background.getClearAlpha();
523
-
524
- };
525
-
526
- this.setClearAlpha = function () {
527
-
528
- background.setClearAlpha.apply( background, arguments );
529
-
530
- };
531
-
532
- this.clear = function ( color, depth, stencil ) {
533
-
534
- let bits = 0;
535
-
536
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
537
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
538
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
539
-
540
- _gl.clear( bits );
541
-
542
- };
543
-
544
- this.clearColor = function () {
545
-
546
- this.clear( true, false, false );
547
-
548
- };
549
-
550
- this.clearDepth = function () {
551
-
552
- this.clear( false, true, false );
553
-
554
- };
555
-
556
- this.clearStencil = function () {
557
-
558
- this.clear( false, false, true );
559
-
560
- };
561
-
562
- //
563
-
564
- this.dispose = function () {
565
-
566
- _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
567
- _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
568
-
569
- renderLists.dispose();
570
- renderStates.dispose();
571
- properties.dispose();
572
- cubemaps.dispose();
573
- cubeuvmaps.dispose();
574
- objects.dispose();
575
- bindingStates.dispose();
576
-
577
- xr.dispose();
578
-
579
- xr.removeEventListener( 'sessionstart', onXRSessionStart );
580
- xr.removeEventListener( 'sessionend', onXRSessionEnd );
581
-
582
- if ( _transmissionRenderTarget ) {
583
-
584
- _transmissionRenderTarget.dispose();
585
- _transmissionRenderTarget = null;
586
-
587
- }
588
-
589
- animation.stop();
590
-
591
- };
592
-
593
- // Events
594
-
595
- function onContextLost( event ) {
596
-
597
- event.preventDefault();
598
-
599
- console.log( 'THREE.WebGLRenderer: Context Lost.' );
600
-
601
- _isContextLost = true;
602
-
603
- }
604
-
605
- function onContextRestore( /* event */ ) {
606
-
607
- console.log( 'THREE.WebGLRenderer: Context Restored.' );
608
-
609
- _isContextLost = false;
610
-
611
- const infoAutoReset = info.autoReset;
612
- const shadowMapEnabled = shadowMap.enabled;
613
- const shadowMapAutoUpdate = shadowMap.autoUpdate;
614
- const shadowMapNeedsUpdate = shadowMap.needsUpdate;
615
- const shadowMapType = shadowMap.type;
616
-
617
- initGLContext();
618
-
619
- info.autoReset = infoAutoReset;
620
- shadowMap.enabled = shadowMapEnabled;
621
- shadowMap.autoUpdate = shadowMapAutoUpdate;
622
- shadowMap.needsUpdate = shadowMapNeedsUpdate;
623
- shadowMap.type = shadowMapType;
624
-
625
- }
626
-
627
- function onMaterialDispose( event ) {
628
-
629
- const material = event.target;
630
-
631
- material.removeEventListener( 'dispose', onMaterialDispose );
632
-
633
- deallocateMaterial( material );
634
-
635
- }
636
-
637
- // Buffer deallocation
638
-
639
- function deallocateMaterial( material ) {
640
-
641
- releaseMaterialProgramReferences( material );
642
-
643
- properties.remove( material );
644
-
645
- }
646
-
647
-
648
- function releaseMaterialProgramReferences( material ) {
649
-
650
- const programs = properties.get( material ).programs;
651
-
652
- if ( programs !== undefined ) {
653
-
654
- programs.forEach( function ( program ) {
655
-
656
- programCache.releaseProgram( program );
657
-
658
- } );
659
-
660
- }
661
-
662
- }
663
-
664
- // Buffer rendering
665
-
666
- this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
667
-
668
- if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
669
-
670
- const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
671
-
672
- const program = setProgram( camera, scene, geometry, material, object );
673
-
674
- state.setMaterial( material, frontFaceCW );
675
-
676
- //
677
-
678
- let index = geometry.index;
679
- const position = geometry.attributes.position;
680
-
681
- //
682
-
683
- if ( index === null ) {
684
-
685
- if ( position === undefined || position.count === 0 ) return;
686
-
687
- } else if ( index.count === 0 ) {
688
-
689
- return;
690
-
691
- }
692
-
693
- //
694
-
695
- let rangeFactor = 1;
696
-
697
- if ( material.wireframe === true ) {
698
-
699
- index = geometries.getWireframeAttribute( geometry );
700
- rangeFactor = 2;
701
-
702
- }
703
-
704
- bindingStates.setup( object, material, program, geometry, index );
705
-
706
- let attribute;
707
- let renderer = bufferRenderer;
708
-
709
- if ( index !== null ) {
710
-
711
- attribute = attributes.get( index );
712
-
713
- renderer = indexedBufferRenderer;
714
- renderer.setIndex( attribute );
715
-
716
- }
717
-
718
- //
719
-
720
- const dataCount = ( index !== null ) ? index.count : position.count;
721
-
722
- const rangeStart = geometry.drawRange.start * rangeFactor;
723
- const rangeCount = geometry.drawRange.count * rangeFactor;
724
-
725
- const groupStart = group !== null ? group.start * rangeFactor : 0;
726
- const groupCount = group !== null ? group.count * rangeFactor : Infinity;
727
-
728
- const drawStart = Math.max( rangeStart, groupStart );
729
- const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
730
-
731
- const drawCount = Math.max( 0, drawEnd - drawStart + 1 );
732
-
733
- if ( drawCount === 0 ) return;
734
-
735
- //
736
-
737
- if ( object.isMesh ) {
738
-
739
- if ( material.wireframe === true ) {
740
-
741
- state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
742
- renderer.setMode( _gl.LINES );
743
-
744
- } else {
745
-
746
- renderer.setMode( _gl.TRIANGLES );
747
-
748
- }
749
-
750
- } else if ( object.isLine ) {
751
-
752
- let lineWidth = material.linewidth;
753
-
754
- if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
755
-
756
- state.setLineWidth( lineWidth * getTargetPixelRatio() );
757
-
758
- if ( object.isLineSegments ) {
759
-
760
- renderer.setMode( _gl.LINES );
761
-
762
- } else if ( object.isLineLoop ) {
763
-
764
- renderer.setMode( _gl.LINE_LOOP );
765
-
766
- } else {
767
-
768
- renderer.setMode( _gl.LINE_STRIP );
769
-
770
- }
771
-
772
- } else if ( object.isPoints ) {
773
-
774
- renderer.setMode( _gl.POINTS );
775
-
776
- } else if ( object.isSprite ) {
777
-
778
- renderer.setMode( _gl.TRIANGLES );
779
-
780
- }
781
-
782
- if ( object.isInstancedMesh ) {
783
-
784
- renderer.renderInstances( drawStart, drawCount, object.count );
785
-
786
- } else if ( geometry.isInstancedBufferGeometry ) {
787
-
788
- const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
789
-
790
- renderer.renderInstances( drawStart, drawCount, instanceCount );
791
-
792
- } else {
793
-
794
- renderer.render( drawStart, drawCount );
795
-
796
- }
797
-
798
- };
799
-
800
- // Compile
801
-
802
- this.compile = function ( scene, camera ) {
803
-
804
- currentRenderState = renderStates.get( scene );
805
- currentRenderState.init();
806
-
807
- renderStateStack.push( currentRenderState );
808
-
809
- scene.traverseVisible( function ( object ) {
810
-
811
- if ( object.isLight && object.layers.test( camera.layers ) ) {
812
-
813
- currentRenderState.pushLight( object );
814
-
815
- if ( object.castShadow ) {
816
-
817
- currentRenderState.pushShadow( object );
818
-
819
- }
820
-
821
- }
822
-
823
- } );
824
-
825
- currentRenderState.setupLights( _this.physicallyCorrectLights );
826
-
827
- scene.traverse( function ( object ) {
828
-
829
- const material = object.material;
830
-
831
- if ( material ) {
832
-
833
- if ( Array.isArray( material ) ) {
834
-
835
- for ( let i = 0; i < material.length; i ++ ) {
836
-
837
- const material2 = material[ i ];
838
-
839
- getProgram( material2, scene, object );
840
-
841
- }
842
-
843
- } else {
844
-
845
- getProgram( material, scene, object );
846
-
847
- }
848
-
849
- }
850
-
851
- } );
852
-
853
- renderStateStack.pop();
854
- currentRenderState = null;
855
-
856
- };
857
-
858
- // Animation Loop
859
-
860
- let onAnimationFrameCallback = null;
861
-
862
- function onAnimationFrame( time ) {
863
-
864
- if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
865
-
866
- }
867
-
868
- function onXRSessionStart() {
869
-
870
- animation.stop();
871
-
872
- }
873
-
874
- function onXRSessionEnd() {
875
-
876
- animation.start();
877
-
878
- }
879
-
880
- const animation = new WebGLAnimation();
881
- animation.setAnimationLoop( onAnimationFrame );
882
-
883
- if ( typeof window !== 'undefined' ) animation.setContext( window );
884
-
885
- this.setAnimationLoop = function ( callback ) {
886
-
887
- onAnimationFrameCallback = callback;
888
- xr.setAnimationLoop( callback );
889
-
890
- ( callback === null ) ? animation.stop() : animation.start();
891
-
892
- };
893
-
894
- xr.addEventListener( 'sessionstart', onXRSessionStart );
895
- xr.addEventListener( 'sessionend', onXRSessionEnd );
896
-
897
- // Rendering
898
-
899
- this.render = function ( scene, camera ) {
900
-
901
- if ( camera !== undefined && camera.isCamera !== true ) {
902
-
903
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
904
- return;
905
-
906
- }
907
-
908
- if ( _isContextLost === true ) return;
909
-
910
- // update scene graph
911
-
912
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
913
-
914
- // update camera matrices and frustum
915
-
916
- if ( camera.parent === null ) camera.updateMatrixWorld();
917
-
918
- if ( xr.enabled === true && xr.isPresenting === true ) {
919
-
920
- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
921
-
922
- camera = xr.getCamera(); // use XR camera for rendering
923
-
924
- }
925
-
926
- //
927
- if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
928
-
929
- currentRenderState = renderStates.get( scene, renderStateStack.length );
930
- currentRenderState.init();
931
-
932
- renderStateStack.push( currentRenderState );
933
-
934
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
935
- _frustum.setFromProjectionMatrix( _projScreenMatrix );
936
-
937
- _localClippingEnabled = this.localClippingEnabled;
938
- _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
939
-
940
- currentRenderList = renderLists.get( scene, renderListStack.length );
941
- currentRenderList.init();
942
-
943
- renderListStack.push( currentRenderList );
944
-
945
- projectObject( scene, camera, 0, _this.sortObjects );
946
-
947
- currentRenderList.finish();
948
-
949
- if ( _this.sortObjects === true ) {
950
-
951
- currentRenderList.sort( _opaqueSort, _transparentSort );
952
-
953
- }
954
-
955
- //
956
-
957
- if ( _clippingEnabled === true ) clipping.beginShadows();
958
-
959
- const shadowsArray = currentRenderState.state.shadowsArray;
960
-
961
- shadowMap.render( shadowsArray, scene, camera );
962
-
963
- if ( _clippingEnabled === true ) clipping.endShadows();
964
-
965
- //
966
-
967
- if ( this.info.autoReset === true ) this.info.reset();
968
-
969
- //
970
-
971
- background.render( currentRenderList, scene );
972
-
973
- // render scene
974
-
975
- currentRenderState.setupLights( _this.physicallyCorrectLights );
976
-
977
- if ( camera.isArrayCamera ) {
978
-
979
- const cameras = camera.cameras;
980
-
981
- for ( let i = 0, l = cameras.length; i < l; i ++ ) {
982
-
983
- const camera2 = cameras[ i ];
984
-
985
- renderScene( currentRenderList, scene, camera2, camera2.viewport );
986
-
987
- }
988
-
989
- } else {
990
-
991
- renderScene( currentRenderList, scene, camera );
992
-
993
- }
994
-
995
- //
996
-
997
- if ( _currentRenderTarget !== null ) {
998
-
999
- // resolve multisample renderbuffers to a single-sample texture if necessary
1000
-
1001
- textures.updateMultisampleRenderTarget( _currentRenderTarget );
1002
-
1003
- // Generate mipmap if we're using any kind of mipmap filtering
1004
-
1005
- textures.updateRenderTargetMipmap( _currentRenderTarget );
1006
-
1007
- }
1008
-
1009
- //
1010
-
1011
- if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
1012
-
1013
- // Ensure depth buffer writing is enabled so it can be cleared on next render
1014
-
1015
- state.buffers.depth.setTest( true );
1016
- state.buffers.depth.setMask( true );
1017
- state.buffers.color.setMask( true );
1018
-
1019
- state.setPolygonOffset( false );
1020
-
1021
- // _gl.finish();
1022
-
1023
- bindingStates.resetDefaultState();
1024
- _currentMaterialId = - 1;
1025
- _currentCamera = null;
1026
-
1027
- renderStateStack.pop();
1028
-
1029
- if ( renderStateStack.length > 0 ) {
1030
-
1031
- currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
1032
-
1033
- } else {
1034
-
1035
- currentRenderState = null;
1036
-
1037
- }
1038
-
1039
- renderListStack.pop();
1040
-
1041
- if ( renderListStack.length > 0 ) {
1042
-
1043
- currentRenderList = renderListStack[ renderListStack.length - 1 ];
1044
-
1045
- } else {
1046
-
1047
- currentRenderList = null;
1048
-
1049
- }
1050
-
1051
- };
1052
-
1053
- function projectObject( object, camera, groupOrder, sortObjects ) {
1054
-
1055
- if ( object.visible === false ) return;
1056
-
1057
- const visible = object.layers.test( camera.layers );
1058
-
1059
- if ( visible ) {
1060
-
1061
- if ( object.isGroup ) {
1062
-
1063
- groupOrder = object.renderOrder;
1064
-
1065
- } else if ( object.isLOD ) {
1066
-
1067
- if ( object.autoUpdate === true ) object.update( camera );
1068
-
1069
- } else if ( object.isLight ) {
1070
-
1071
- currentRenderState.pushLight( object );
1072
-
1073
- if ( object.castShadow ) {
1074
-
1075
- currentRenderState.pushShadow( object );
1076
-
1077
- }
1078
-
1079
- } else if ( object.isSprite ) {
1080
-
1081
- if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1082
-
1083
- if ( sortObjects ) {
1084
-
1085
- _vector3.setFromMatrixPosition( object.matrixWorld )
1086
- .applyMatrix4( _projScreenMatrix );
1087
-
1088
- }
1089
-
1090
- const geometry = objects.update( object );
1091
- const material = object.material;
1092
-
1093
- if ( material.visible ) {
1094
-
1095
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1096
-
1097
- }
1098
-
1099
- }
1100
-
1101
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
1102
-
1103
- if ( object.isSkinnedMesh ) {
1104
-
1105
- // update skeleton only once in a frame
1106
-
1107
- if ( object.skeleton.frame !== info.render.frame ) {
1108
-
1109
- object.skeleton.update();
1110
- object.skeleton.frame = info.render.frame;
1111
-
1112
- }
1113
-
1114
- }
1115
-
1116
- if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1117
-
1118
- if ( sortObjects ) {
1119
-
1120
- _vector3.setFromMatrixPosition( object.matrixWorld )
1121
- .applyMatrix4( _projScreenMatrix );
1122
-
1123
- }
1124
-
1125
- const geometry = objects.update( object );
1126
- const material = object.material;
1127
-
1128
- if ( Array.isArray( material ) ) {
1129
-
1130
- const groups = geometry.groups;
1131
-
1132
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
1133
-
1134
- const group = groups[ i ];
1135
- const groupMaterial = material[ group.materialIndex ];
1136
-
1137
- if ( groupMaterial && groupMaterial.visible ) {
1138
-
1139
- currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1140
-
1141
- }
1142
-
1143
- }
1144
-
1145
- } else if ( material.visible ) {
1146
-
1147
- currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1148
-
1149
- }
1150
-
1151
- }
1152
-
1153
- }
1154
-
1155
- }
1156
-
1157
- const children = object.children;
1158
-
1159
- for ( let i = 0, l = children.length; i < l; i ++ ) {
1160
-
1161
- projectObject( children[ i ], camera, groupOrder, sortObjects );
1162
-
1163
- }
1164
-
1165
- }
1166
-
1167
- function renderScene( currentRenderList, scene, camera, viewport ) {
1168
-
1169
- const opaqueObjects = currentRenderList.opaque;
1170
- const transmissiveObjects = currentRenderList.transmissive;
1171
- const transparentObjects = currentRenderList.transparent;
1172
-
1173
- currentRenderState.setupLightsView( camera );
1174
-
1175
- if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );
1176
-
1177
- if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
1178
-
1179
- if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
1180
- if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
1181
- if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
1182
-
1183
- }
1184
-
1185
- function renderTransmissionPass( opaqueObjects, scene, camera ) {
1186
-
1187
- if ( _transmissionRenderTarget === null ) {
1188
-
1189
- const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
1190
- const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
1191
-
1192
- _transmissionRenderTarget = new renderTargetType( 1024, 1024, {
1193
- generateMipmaps: true,
1194
- type: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,
1195
- minFilter: LinearMipmapLinearFilter,
1196
- magFilter: NearestFilter,
1197
- wrapS: ClampToEdgeWrapping,
1198
- wrapT: ClampToEdgeWrapping,
1199
- useRenderToTexture: extensions.has( 'WEBGL_multisampled_render_to_texture' )
1200
- } );
1201
-
1202
- }
1203
-
1204
- const currentRenderTarget = _this.getRenderTarget();
1205
- _this.setRenderTarget( _transmissionRenderTarget );
1206
- _this.clear();
1207
-
1208
- // Turn off the features which can affect the frag color for opaque objects pass.
1209
- // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
1210
- const currentToneMapping = _this.toneMapping;
1211
- _this.toneMapping = NoToneMapping;
1212
-
1213
- renderObjects( opaqueObjects, scene, camera );
1214
-
1215
- _this.toneMapping = currentToneMapping;
1216
-
1217
- textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1218
- textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1219
-
1220
- _this.setRenderTarget( currentRenderTarget );
1221
-
1222
- }
1223
-
1224
- function renderObjects( renderList, scene, camera ) {
1225
-
1226
- const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1227
-
1228
- for ( let i = 0, l = renderList.length; i < l; i ++ ) {
1229
-
1230
- const renderItem = renderList[ i ];
1231
-
1232
- const object = renderItem.object;
1233
- const geometry = renderItem.geometry;
1234
- const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
1235
- const group = renderItem.group;
1236
-
1237
- if ( object.layers.test( camera.layers ) ) {
1238
-
1239
- renderObject( object, scene, camera, geometry, material, group );
1240
-
1241
- }
1242
-
1243
- }
1244
-
1245
- }
1246
-
1247
- function renderObject( object, scene, camera, geometry, material, group ) {
1248
-
1249
- object.onBeforeRender( _this, scene, camera, geometry, material, group );
1250
-
1251
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
1252
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
1253
-
1254
- material.onBeforeRender( _this, scene, camera, geometry, object, group );
1255
-
1256
- if ( material.transparent === true && material.side === DoubleSide ) {
1257
-
1258
- material.side = BackSide;
1259
- material.needsUpdate = true;
1260
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1261
-
1262
- material.side = FrontSide;
1263
- material.needsUpdate = true;
1264
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1265
-
1266
- material.side = DoubleSide;
1267
-
1268
- } else {
1269
-
1270
- _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1271
-
1272
- }
1273
-
1274
- object.onAfterRender( _this, scene, camera, geometry, material, group );
1275
-
1276
- }
1277
-
1278
- function getProgram( material, scene, object ) {
1279
-
1280
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1281
-
1282
- const materialProperties = properties.get( material );
1283
-
1284
- const lights = currentRenderState.state.lights;
1285
- const shadowsArray = currentRenderState.state.shadowsArray;
1286
-
1287
- const lightsStateVersion = lights.state.version;
1288
-
1289
- const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
1290
- const programCacheKey = programCache.getProgramCacheKey( parameters );
1291
-
1292
- let programs = materialProperties.programs;
1293
-
1294
- // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
1295
-
1296
- materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
1297
- materialProperties.fog = scene.fog;
1298
- materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
1299
-
1300
- if ( programs === undefined ) {
1301
-
1302
- // new material
1303
-
1304
- material.addEventListener( 'dispose', onMaterialDispose );
1305
-
1306
- programs = new Map();
1307
- materialProperties.programs = programs;
1308
-
1309
- }
1310
-
1311
- let program = programs.get( programCacheKey );
1312
-
1313
- if ( program !== undefined ) {
1314
-
1315
- // early out if program and light state is identical
1316
-
1317
- if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
1318
-
1319
- updateCommonMaterialProperties( material, parameters );
1320
-
1321
- return program;
1322
-
1323
- }
1324
-
1325
- } else {
1326
-
1327
- parameters.uniforms = programCache.getUniforms( material );
1328
-
1329
- material.onBuild( object, parameters, _this );
1330
-
1331
- material.onBeforeCompile( parameters, _this );
1332
-
1333
- program = programCache.acquireProgram( parameters, programCacheKey );
1334
- programs.set( programCacheKey, program );
1335
-
1336
- materialProperties.uniforms = parameters.uniforms;
1337
-
1338
- }
1339
-
1340
- const uniforms = materialProperties.uniforms;
1341
-
1342
- if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
1343
-
1344
- uniforms.clippingPlanes = clipping.uniform;
1345
-
1346
- }
1347
-
1348
- updateCommonMaterialProperties( material, parameters );
1349
-
1350
- // store the light setup it was created for
1351
-
1352
- materialProperties.needsLights = materialNeedsLights( material );
1353
- materialProperties.lightsStateVersion = lightsStateVersion;
1354
-
1355
- if ( materialProperties.needsLights ) {
1356
-
1357
- // wire up the material to this renderer's lighting state
1358
-
1359
- uniforms.ambientLightColor.value = lights.state.ambient;
1360
- uniforms.lightProbe.value = lights.state.probe;
1361
- uniforms.directionalLights.value = lights.state.directional;
1362
- uniforms.directionalLightShadows.value = lights.state.directionalShadow;
1363
- uniforms.spotLights.value = lights.state.spot;
1364
- uniforms.spotLightShadows.value = lights.state.spotShadow;
1365
- uniforms.rectAreaLights.value = lights.state.rectArea;
1366
- uniforms.ltc_1.value = lights.state.rectAreaLTC1;
1367
- uniforms.ltc_2.value = lights.state.rectAreaLTC2;
1368
- uniforms.pointLights.value = lights.state.point;
1369
- uniforms.pointLightShadows.value = lights.state.pointShadow;
1370
- uniforms.hemisphereLights.value = lights.state.hemi;
1371
-
1372
- uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
1373
- uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
1374
- uniforms.spotShadowMap.value = lights.state.spotShadowMap;
1375
- uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
1376
- uniforms.pointShadowMap.value = lights.state.pointShadowMap;
1377
- uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1378
- // TODO (abelnation): add area lights shadow info to uniforms
1379
-
1380
- }
1381
-
1382
- const progUniforms = program.getUniforms();
1383
- const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
1384
-
1385
- materialProperties.currentProgram = program;
1386
- materialProperties.uniformsList = uniformsList;
1387
-
1388
- return program;
1389
-
1390
- }
1391
-
1392
- function updateCommonMaterialProperties( material, parameters ) {
1393
-
1394
- const materialProperties = properties.get( material );
1395
-
1396
- materialProperties.outputEncoding = parameters.outputEncoding;
1397
- materialProperties.instancing = parameters.instancing;
1398
- materialProperties.skinning = parameters.skinning;
1399
- materialProperties.morphTargets = parameters.morphTargets;
1400
- materialProperties.morphNormals = parameters.morphNormals;
1401
- materialProperties.morphTargetsCount = parameters.morphTargetsCount;
1402
- materialProperties.numClippingPlanes = parameters.numClippingPlanes;
1403
- materialProperties.numIntersection = parameters.numClipIntersection;
1404
- materialProperties.vertexAlphas = parameters.vertexAlphas;
1405
- materialProperties.vertexTangents = parameters.vertexTangents;
1406
-
1407
- }
1408
-
1409
- function setProgram( camera, scene, geometry, material, object ) {
1410
-
1411
- if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1412
-
1413
- textures.resetTextureUnits();
1414
-
1415
- const fog = scene.fog;
1416
- const environment = material.isMeshStandardMaterial ? scene.environment : null;
1417
- const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
1418
- const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
1419
- const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
1420
- const vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;
1421
- const morphTargets = !! geometry.morphAttributes.position;
1422
- const morphNormals = !! geometry.morphAttributes.normal;
1423
- const morphTargetsCount = !! geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0;
1424
-
1425
- const materialProperties = properties.get( material );
1426
- const lights = currentRenderState.state.lights;
1427
-
1428
- if ( _clippingEnabled === true ) {
1429
-
1430
- if ( _localClippingEnabled === true || camera !== _currentCamera ) {
1431
-
1432
- const useCache =
1433
- camera === _currentCamera &&
1434
- material.id === _currentMaterialId;
1435
-
1436
- // we might want to call this function with some ClippingGroup
1437
- // object instead of the material, once it becomes feasible
1438
- // (#8465, #8379)
1439
- clipping.setState( material, camera, useCache );
1440
-
1441
- }
1442
-
1443
- }
1444
-
1445
- //
1446
-
1447
- let needsProgramChange = false;
1448
-
1449
- if ( material.version === materialProperties.__version ) {
1450
-
1451
- if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
1452
-
1453
- needsProgramChange = true;
1454
-
1455
- } else if ( materialProperties.outputEncoding !== encoding ) {
1456
-
1457
- needsProgramChange = true;
1458
-
1459
- } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
1460
-
1461
- needsProgramChange = true;
1462
-
1463
- } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
1464
-
1465
- needsProgramChange = true;
1466
-
1467
- } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
1468
-
1469
- needsProgramChange = true;
1470
-
1471
- } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
1472
-
1473
- needsProgramChange = true;
1474
-
1475
- } else if ( materialProperties.envMap !== envMap ) {
1476
-
1477
- needsProgramChange = true;
1478
-
1479
- } else if ( material.fog && materialProperties.fog !== fog ) {
1480
-
1481
- needsProgramChange = true;
1482
-
1483
- } else if ( materialProperties.numClippingPlanes !== undefined &&
1484
- ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
1485
- materialProperties.numIntersection !== clipping.numIntersection ) ) {
1486
-
1487
- needsProgramChange = true;
1488
-
1489
- } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
1490
-
1491
- needsProgramChange = true;
1492
-
1493
- } else if ( materialProperties.vertexTangents !== vertexTangents ) {
1494
-
1495
- needsProgramChange = true;
1496
-
1497
- } else if ( materialProperties.morphTargets !== morphTargets ) {
1498
-
1499
- needsProgramChange = true;
1500
-
1501
- } else if ( materialProperties.morphNormals !== morphNormals ) {
1502
-
1503
- needsProgramChange = true;
1504
-
1505
- } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
1506
-
1507
- needsProgramChange = true;
1508
-
1509
- }
1510
-
1511
- } else {
1512
-
1513
- needsProgramChange = true;
1514
- materialProperties.__version = material.version;
1515
-
1516
- }
1517
-
1518
- //
1519
-
1520
- let program = materialProperties.currentProgram;
1521
-
1522
- if ( needsProgramChange === true ) {
1523
-
1524
- program = getProgram( material, scene, object );
1525
-
1526
- }
1527
-
1528
- let refreshProgram = false;
1529
- let refreshMaterial = false;
1530
- let refreshLights = false;
1531
-
1532
- const p_uniforms = program.getUniforms(),
1533
- m_uniforms = materialProperties.uniforms;
1534
-
1535
- if ( state.useProgram( program.program ) ) {
1536
-
1537
- refreshProgram = true;
1538
- refreshMaterial = true;
1539
- refreshLights = true;
1540
-
1541
- }
1542
-
1543
- if ( material.id !== _currentMaterialId ) {
1544
-
1545
- _currentMaterialId = material.id;
1546
-
1547
- refreshMaterial = true;
1548
-
1549
- }
1550
-
1551
- if ( refreshProgram || _currentCamera !== camera ) {
1552
-
1553
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
1554
-
1555
- if ( capabilities.logarithmicDepthBuffer ) {
1556
-
1557
- p_uniforms.setValue( _gl, 'logDepthBufFC',
1558
- 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1559
-
1560
- }
1561
-
1562
- if ( _currentCamera !== camera ) {
1563
-
1564
- _currentCamera = camera;
1565
-
1566
- // lighting uniforms depend on the camera so enforce an update
1567
- // now, in case this material supports lights - or later, when
1568
- // the next material that does gets activated:
1569
-
1570
- refreshMaterial = true; // set to true on material change
1571
- refreshLights = true; // remains set until update done
1572
-
1573
- }
1574
-
1575
- // load material specific uniforms
1576
- // (shader material also gets them for the sake of genericity)
1577
-
1578
- if ( material.isShaderMaterial ||
1579
- material.isMeshPhongMaterial ||
1580
- material.isMeshToonMaterial ||
1581
- material.isMeshStandardMaterial ||
1582
- material.envMap ) {
1583
-
1584
- const uCamPos = p_uniforms.map.cameraPosition;
1585
-
1586
- if ( uCamPos !== undefined ) {
1587
-
1588
- uCamPos.setValue( _gl,
1589
- _vector3.setFromMatrixPosition( camera.matrixWorld ) );
1590
-
1591
- }
1592
-
1593
- }
1594
-
1595
- if ( material.isMeshPhongMaterial ||
1596
- material.isMeshToonMaterial ||
1597
- material.isMeshLambertMaterial ||
1598
- material.isMeshBasicMaterial ||
1599
- material.isMeshStandardMaterial ||
1600
- material.isShaderMaterial ) {
1601
-
1602
- p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
1603
-
1604
- }
1605
-
1606
- if ( material.isMeshPhongMaterial ||
1607
- material.isMeshToonMaterial ||
1608
- material.isMeshLambertMaterial ||
1609
- material.isMeshBasicMaterial ||
1610
- material.isMeshStandardMaterial ||
1611
- material.isShaderMaterial ||
1612
- material.isShadowMaterial ||
1613
- object.isSkinnedMesh ) {
1614
-
1615
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1616
-
1617
- }
1618
-
1619
- }
1620
-
1621
- // skinning and morph target uniforms must be set even if material didn't change
1622
- // auto-setting of texture unit for bone and morph texture must go before other textures
1623
- // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
1624
-
1625
- if ( object.isSkinnedMesh ) {
1626
-
1627
- p_uniforms.setOptional( _gl, object, 'bindMatrix' );
1628
- p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1629
-
1630
- const skeleton = object.skeleton;
1631
-
1632
- if ( skeleton ) {
1633
-
1634
- if ( capabilities.floatVertexTextures ) {
1635
-
1636
- if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
1637
-
1638
- p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
1639
- p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
1640
-
1641
- } else {
1642
-
1643
- p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
1644
-
1645
- }
1646
-
1647
- }
1648
-
1649
- }
1650
-
1651
- if ( !! geometry && ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) ) {
1652
-
1653
- morphtargets.update( object, geometry, material, program );
1654
-
1655
- }
1656
-
1657
-
1658
- if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
1659
-
1660
- materialProperties.receiveShadow = object.receiveShadow;
1661
- p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
1662
-
1663
- }
1664
-
1665
- if ( refreshMaterial ) {
1666
-
1667
- p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
1668
-
1669
- if ( materialProperties.needsLights ) {
1670
-
1671
- // the current material requires lighting info
1672
-
1673
- // note: all lighting uniforms are always set correctly
1674
- // they simply reference the renderer's state for their
1675
- // values
1676
- //
1677
- // use the current material's .needsUpdate flags to set
1678
- // the GL state when required
1679
-
1680
- markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
1681
-
1682
- }
1683
-
1684
- // refresh uniforms common to several materials
1685
-
1686
- if ( fog && material.fog ) {
1687
-
1688
- materials.refreshFogUniforms( m_uniforms, fog );
1689
-
1690
- }
1691
-
1692
- materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
1693
-
1694
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1695
-
1696
- }
1697
-
1698
- if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
1699
-
1700
- WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
1701
- material.uniformsNeedUpdate = false;
1702
-
1703
- }
1704
-
1705
- if ( material.isSpriteMaterial ) {
1706
-
1707
- p_uniforms.setValue( _gl, 'center', object.center );
1708
-
1709
- }
1710
-
1711
- // common matrices
1712
-
1713
- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
1714
- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
1715
- p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
1716
-
1717
- return program;
1718
-
1719
- }
1720
-
1721
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
1722
-
1723
- function markUniformsLightsNeedsUpdate( uniforms, value ) {
1724
-
1725
- uniforms.ambientLightColor.needsUpdate = value;
1726
- uniforms.lightProbe.needsUpdate = value;
1727
-
1728
- uniforms.directionalLights.needsUpdate = value;
1729
- uniforms.directionalLightShadows.needsUpdate = value;
1730
- uniforms.pointLights.needsUpdate = value;
1731
- uniforms.pointLightShadows.needsUpdate = value;
1732
- uniforms.spotLights.needsUpdate = value;
1733
- uniforms.spotLightShadows.needsUpdate = value;
1734
- uniforms.rectAreaLights.needsUpdate = value;
1735
- uniforms.hemisphereLights.needsUpdate = value;
1736
-
1737
- }
1738
-
1739
- function materialNeedsLights( material ) {
1740
-
1741
- return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
1742
- material.isMeshStandardMaterial || material.isShadowMaterial ||
1743
- ( material.isShaderMaterial && material.lights === true );
1744
-
1745
- }
1746
-
1747
- this.getActiveCubeFace = function () {
1748
-
1749
- return _currentActiveCubeFace;
1750
-
1751
- };
1752
-
1753
- this.getActiveMipmapLevel = function () {
1754
-
1755
- return _currentActiveMipmapLevel;
1756
-
1757
- };
1758
-
1759
- this.getRenderTarget = function () {
1760
-
1761
- return _currentRenderTarget;
1762
-
1763
- };
1764
-
1765
- this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
1766
-
1767
- properties.get( renderTarget.texture ).__webglTexture = colorTexture;
1768
- properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
1769
-
1770
- const renderTargetProperties = properties.get( renderTarget );
1771
- renderTargetProperties.__hasExternalTextures = true;
1772
-
1773
- if ( renderTargetProperties.__hasExternalTextures ) {
1774
-
1775
- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
1776
-
1777
- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
1778
-
1779
- // The multisample_render_to_texture extension doesn't work properly if there
1780
- // are midframe flushes and an external depth buffer. Disable use of the extension.
1781
- if ( renderTarget.useRenderToTexture ) {
1782
-
1783
- console.warn( 'render-to-texture extension was disabled because an external texture was provided' );
1784
- renderTarget.useRenderToTexture = false;
1785
- renderTarget.useRenderbuffer = true;
1786
-
1787
- }
1788
-
1789
- }
1790
-
1791
- }
1792
-
1793
- };
1794
-
1795
- this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
1796
-
1797
- const renderTargetProperties = properties.get( renderTarget );
1798
- renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
1799
- renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
1800
-
1801
- };
1802
-
1803
- this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
1804
-
1805
- _currentRenderTarget = renderTarget;
1806
- _currentActiveCubeFace = activeCubeFace;
1807
- _currentActiveMipmapLevel = activeMipmapLevel;
1808
- let useDefaultFramebuffer = true;
1809
-
1810
- if ( renderTarget ) {
1811
-
1812
- const renderTargetProperties = properties.get( renderTarget );
1813
-
1814
- if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
1815
-
1816
- // We need to make sure to rebind the framebuffer.
1817
- state.bindFramebuffer( _gl.FRAMEBUFFER, null );
1818
- useDefaultFramebuffer = false;
1819
-
1820
- } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
1821
-
1822
- textures.setupRenderTarget( renderTarget );
1823
-
1824
- } else if ( renderTargetProperties.__hasExternalTextures ) {
1825
-
1826
- // Color and depth texture must be rebound in order for the swapchain to update.
1827
- textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
1828
-
1829
- }
1830
-
1831
- }
1832
-
1833
- let framebuffer = null;
1834
- let isCube = false;
1835
- let isRenderTarget3D = false;
1836
-
1837
- if ( renderTarget ) {
1838
-
1839
- const texture = renderTarget.texture;
1840
-
1841
- if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {
1842
-
1843
- isRenderTarget3D = true;
1844
-
1845
- }
1846
-
1847
- const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
1848
-
1849
- if ( renderTarget.isWebGLCubeRenderTarget ) {
1850
-
1851
- framebuffer = __webglFramebuffer[ activeCubeFace ];
1852
- isCube = true;
1853
-
1854
- } else if ( renderTarget.useRenderbuffer ) {
1855
-
1856
- framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
1857
-
1858
- } else {
1859
-
1860
- framebuffer = __webglFramebuffer;
1861
-
1862
- }
1863
-
1864
- _currentViewport.copy( renderTarget.viewport );
1865
- _currentScissor.copy( renderTarget.scissor );
1866
- _currentScissorTest = renderTarget.scissorTest;
1867
-
1868
- } else {
1869
-
1870
- _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
1871
- _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
1872
- _currentScissorTest = _scissorTest;
1873
-
1874
- }
1875
-
1876
- const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
1877
-
1878
- if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
1879
-
1880
- let needsUpdate = false;
1881
-
1882
- if ( renderTarget ) {
1883
-
1884
- if ( renderTarget.isWebGLMultipleRenderTargets ) {
1885
-
1886
- const textures = renderTarget.texture;
1887
-
1888
- if ( _currentDrawBuffers.length !== textures.length || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
1889
-
1890
- for ( let i = 0, il = textures.length; i < il; i ++ ) {
1891
-
1892
- _currentDrawBuffers[ i ] = _gl.COLOR_ATTACHMENT0 + i;
1893
-
1894
- }
1895
-
1896
- _currentDrawBuffers.length = textures.length;
1897
-
1898
- needsUpdate = true;
1899
-
1900
- }
1901
-
1902
- } else {
1903
-
1904
- if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.COLOR_ATTACHMENT0 ) {
1905
-
1906
- _currentDrawBuffers[ 0 ] = _gl.COLOR_ATTACHMENT0;
1907
- _currentDrawBuffers.length = 1;
1908
-
1909
- needsUpdate = true;
1910
-
1911
- }
1912
-
1913
- }
1914
-
1915
- } else {
1916
-
1917
- if ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== _gl.BACK ) {
1918
-
1919
- _currentDrawBuffers[ 0 ] = _gl.BACK;
1920
- _currentDrawBuffers.length = 1;
1921
-
1922
- needsUpdate = true;
1923
-
1924
- }
1925
-
1926
- }
1927
-
1928
- if ( needsUpdate ) {
1929
-
1930
- if ( capabilities.isWebGL2 ) {
1931
-
1932
- _gl.drawBuffers( _currentDrawBuffers );
1933
-
1934
- } else {
1935
-
1936
- extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( _currentDrawBuffers );
1937
-
1938
- }
1939
-
1940
- }
1941
-
1942
- }
1943
-
1944
- state.viewport( _currentViewport );
1945
- state.scissor( _currentScissor );
1946
- state.setScissorTest( _currentScissorTest );
1947
-
1948
- if ( isCube ) {
1949
-
1950
- const textureProperties = properties.get( renderTarget.texture );
1951
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
1952
-
1953
- } else if ( isRenderTarget3D ) {
1954
-
1955
- const textureProperties = properties.get( renderTarget.texture );
1956
- const layer = activeCubeFace || 0;
1957
- _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
1958
-
1959
- }
1960
-
1961
- _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
1962
-
1963
- };
1964
-
1965
- this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
1966
-
1967
- if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
1968
-
1969
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
1970
- return;
1971
-
1972
- }
1973
-
1974
- let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
1975
-
1976
- if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
1977
-
1978
- framebuffer = framebuffer[ activeCubeFaceIndex ];
1979
-
1980
- }
1981
-
1982
- if ( framebuffer ) {
1983
-
1984
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
1985
-
1986
- try {
1987
-
1988
- const texture = renderTarget.texture;
1989
- const textureFormat = texture.format;
1990
- const textureType = texture.type;
1991
-
1992
- if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
1993
-
1994
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
1995
- return;
1996
-
1997
- }
1998
-
1999
- const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
2000
-
2001
- if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
2002
- ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
2003
- ! halfFloatSupportedByExt ) {
2004
-
2005
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
2006
- return;
2007
-
2008
- }
2009
-
2010
- if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2011
-
2012
- // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
2013
-
2014
- if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2015
-
2016
- _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2017
-
2018
- }
2019
-
2020
- } else {
2021
-
2022
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
2023
-
2024
- }
2025
-
2026
- } finally {
2027
-
2028
- // restore framebuffer of current render target if necessary
2029
-
2030
- const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
2031
- state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2032
-
2033
- }
2034
-
2035
- }
2036
-
2037
- };
2038
-
2039
- this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
2040
-
2041
- const levelScale = Math.pow( 2, - level );
2042
- const width = Math.floor( texture.image.width * levelScale );
2043
- const height = Math.floor( texture.image.height * levelScale );
2044
-
2045
- let glFormat = utils.convert( texture.format );
2046
-
2047
- if ( capabilities.isWebGL2 ) {
2048
-
2049
- // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
2050
- // Not needed in Chrome 93+
2051
-
2052
- if ( glFormat === _gl.RGB ) glFormat = _gl.RGB8;
2053
- if ( glFormat === _gl.RGBA ) glFormat = _gl.RGBA8;
2054
-
2055
- }
2056
-
2057
- textures.setTexture2D( texture, 0 );
2058
-
2059
- _gl.copyTexImage2D( _gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0 );
2060
-
2061
- state.unbindTexture();
2062
-
2063
- };
2064
-
2065
- this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
2066
-
2067
- const width = srcTexture.image.width;
2068
- const height = srcTexture.image.height;
2069
- const glFormat = utils.convert( dstTexture.format );
2070
- const glType = utils.convert( dstTexture.type );
2071
-
2072
- textures.setTexture2D( dstTexture, 0 );
2073
-
2074
- // As another texture upload may have changed pixelStorei
2075
- // parameters, make sure they are correct for the dstTexture
2076
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2077
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2078
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2079
-
2080
- if ( srcTexture.isDataTexture ) {
2081
-
2082
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
2083
-
2084
- } else {
2085
-
2086
- if ( srcTexture.isCompressedTexture ) {
2087
-
2088
- _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
2089
-
2090
- } else {
2091
-
2092
- _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
2093
-
2094
- }
2095
-
2096
- }
2097
-
2098
- // Generate mipmaps only when copying level 0
2099
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
2100
-
2101
- state.unbindTexture();
2102
-
2103
- };
2104
-
2105
- this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
2106
-
2107
- if ( _this.isWebGL1Renderer ) {
2108
-
2109
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
2110
- return;
2111
-
2112
- }
2113
-
2114
- const width = sourceBox.max.x - sourceBox.min.x + 1;
2115
- const height = sourceBox.max.y - sourceBox.min.y + 1;
2116
- const depth = sourceBox.max.z - sourceBox.min.z + 1;
2117
- const glFormat = utils.convert( dstTexture.format );
2118
- const glType = utils.convert( dstTexture.type );
2119
- let glTarget;
2120
-
2121
- if ( dstTexture.isDataTexture3D ) {
2122
-
2123
- textures.setTexture3D( dstTexture, 0 );
2124
- glTarget = _gl.TEXTURE_3D;
2125
-
2126
- } else if ( dstTexture.isDataTexture2DArray ) {
2127
-
2128
- textures.setTexture2DArray( dstTexture, 0 );
2129
- glTarget = _gl.TEXTURE_2D_ARRAY;
2130
-
2131
- } else {
2132
-
2133
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
2134
- return;
2135
-
2136
- }
2137
-
2138
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2139
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2140
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2141
-
2142
- const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
2143
- const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
2144
- const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
2145
- const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
2146
- const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
2147
-
2148
- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;
2149
-
2150
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
2151
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
2152
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
2153
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
2154
- _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
2155
-
2156
- if ( srcTexture.isDataTexture || srcTexture.isDataTexture3D ) {
2157
-
2158
- _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
2159
-
2160
- } else {
2161
-
2162
- if ( srcTexture.isCompressedTexture ) {
2163
-
2164
- console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
2165
- _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
2166
-
2167
- } else {
2168
-
2169
- _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
2170
-
2171
- }
2172
-
2173
- }
2174
-
2175
- _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
2176
- _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
2177
- _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
2178
- _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
2179
- _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
2180
-
2181
- // Generate mipmaps only when copying level 0
2182
- if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
2183
-
2184
- state.unbindTexture();
2185
-
2186
- };
2187
-
2188
- this.initTexture = function ( texture ) {
2189
-
2190
- textures.setTexture2D( texture, 0 );
2191
-
2192
- state.unbindTexture();
2193
-
2194
- };
2195
-
2196
- this.resetState = function () {
2197
-
2198
- _currentActiveCubeFace = 0;
2199
- _currentActiveMipmapLevel = 0;
2200
- _currentRenderTarget = null;
2201
-
2202
- state.reset();
2203
- bindingStates.reset();
2204
-
2205
- };
2206
-
2207
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
2208
-
2209
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
2210
-
2211
- }
2212
-
2213
- }
2214
-
2215
- WebGLRenderer.prototype.isWebGLRenderer = true;
2216
-
2217
- export { WebGLRenderer };